Method and system for capturing live table game data

ABSTRACT

A methodology and apparatus for providing casino game signage for a casino game which incorporates display information that is dynamically interchangeable between game specific and game non-specific information responsive to automatic detection of game play status at the game table. At least one electronic display is provided at respective casino game tables, and selected display information is wirelessly transmitted, and/or manually delivered, thereto. The display information which is displayed is dynamically selected based upon a sensor automatically detecting the status of play of the game, being game specific during play and selectively game specific and game non-specific during game play inactivity. Game data may also be determined based on output from a sensor detecting a status of play of the game.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of U.S. Provisional Application No.61/173,441, filed Apr. 28, 2009.

This application is related to U.S. application Ser. No. 11/904,778filed on Sep. 28, 2007; U.S. application Ser. No. 11/590,283 filed onOct. 31, 2006; U.S. application Ser. No. 11/359,225 filed on Feb. 22,2006; U.S. application Ser. No. 11/245,930 filed on Oct. 7, 2005 andU.S. Provisional Application No. 60/683,753 filed on May 23, 2005.

TECHNICAL FIELD

The present invention relates to signage used in casinos to informplayers of game information at game tables. More particularly, thepresent invention relates to a method and system for providing casinogame signage, wherein the information (or messaging) displayed isdynamically switchable, responsive to the status of play of a game,selectively between game specific information and game non-specificinformation.

BACKGROUND

Casino games have various rules of play, for example limits on bettingamounts, as well as odds, and/or various features of play of the game.Generally speaking, at each game, casino game signage is provided forconveying to the players game specific information. Ordinarily, thissignage is in the form of a static placard, but may be also in the formof an electronic display. However, the casino game signage of anyspecific game need not be statically displayed at all times, as thereare times when the game is inactive, as for example when paused duringcard shuffling, when the game is idle due to no players, or is closed,during which inactive times other forms of display could be provided oralso provided.

The business of most casinos involves more than gaming, including, forexample, restaurants, shows, exhibits, hostelry, and a plethora of otherfacilities. It would be, therefore, beneficial to the casino if invarious places around the gaming floor advertisements and otherinformation could be provided to the casino patrons.

Accordingly, what remains needed in casino operations is to somehowprovide a method and/or system in which casino game signage canincorporate information that is not game specific.

SUMMARY OF THE INVENTION

The present invention is a casino methodology and system in which casinogame signage for a casino game incorporates selectable messaging in theform of display information that is displayed in a dynamicallyinterchangeable manner between game specific information and gamenon-specific information responsive to the status of play of the game atthe game table of the game.

According to the present invention, an electronic display is provided atone or more casino game tables, at least one display for each gametable, respectively, preferably at game tables throughout a casino. Thegame tables may be for a variety of games, as for a non-limiting exampleblackjack tables, roulette tables, baccarat tables, craps tables, etc.The display may utilize a screen provided by any electronic displaytechnology, for example a cathode ray tube (CRT) or a plasma, but ismore preferably LCD (liquid crystal diode) or OLED (organic lightemitting diode) display screen. The display includes display electronicsincluding for example an electronic interface which drives the displayin response to receiving an output from a microprocessor.

By way of example of hardware for carrying out the present invention, amicroprocessor (by “microprocessor” is meant a computational deviceconventionally inclusive of a central processing unit, memory, I/Ointerfaces, etc.) processes display information for being selectivelydisplayed at the screen of the display, the display information beingcomposed of game specific and game non-specific information, wherein themicroprocessor may be located at the display, at a remote location, orboth. In one hardware illustration, a microprocessor is located at aremote location, this microprocessor being designated as a “centralmicroprocessor”. The central microprocessor electronically communicateswith an electronic interface or to a microprocessor at each display,respectively, which communication could be by direct wire, but is mostpreferably by wireless transmission. In a second hardware illustration,there is no central microprocessor and a microprocessor is located ateach display, respectively, wherein the display includes a data port forreceiving microprocessor programming and display information (i.e., gamespecific and game non-specific information) for being displayed at thescreen of the display responsive to the microprocessor programming. Itis preferred for the display to include a plurality of keys forcontrolling or altering the microprocessor programming and/or thedisplay information, and/or entering the status of play of the game. Itis further preferred for a sensor to automatically detect the status ofplay of the game, which status information is available to themicroprocessor programming.

Displaying, selectively, at least one of the game specific informationand the game non-specific information at the display is related to thestatus of play of the game at the game table. For example, when thestatus of play of the game at the game table is “inactive”, there are,for non-limiting example, three possible types of game play inactivity:the game play may be “closed”, wherein the game table is closed forplaying of the game; the game play may be “idle”, wherein the game tableis open for playing of the game but no one is presently playing; or, thegame play may be “paused”, wherein the game is in play but paused as forexample during a dealer's cards shuffle procedure, between the end ofplay of one game and the start of the next. When the status of play ofthe game is inactive, the microprocessor programming causes to bedisplayed at the display the game non-specific information, but alsocauses to be displayed the game specific information if the game playinactivity is due to the game play being idle or paused, wherein thedisplay information displayed may be correlated to the type of game playinactivity (for example, if the game play inactivity is due to the gameplay being closed, preselected non-game specific information may then bedisplayed which is appropriate to a long duration of game playinactivity). When the status of play of the game is active (i.e., thegame is actively in play), the microprocessor programming causes to bedisplayed at the display, preferably only, the game specificinformation. The display information displayed may be in static formatand/or may be in moving picture format (i.e., video, streaming video,etc.), and may or may not include sound.

According to the method of the present invention, the displaying of thedisplay information (i.e., game specific information and gamenon-specific information) may be dynamically changed at a remotelocation, at the display, or both.

According to a first example of the method according to the presentinvention, microprocessor programming and display information in theform of game specific information (i.e., game title, betting limits, andcasino identification, etc.) and game non-specific information (i.e.,advertisements, announcements, etc.) are provided and, from one or morelocations in the casino, wirelessly sent to the displays at selectedportions of the casino or throughout the casino. In this regard, theterm “game specific information” means any information related to thegame, including by way of illustration, but not limitation, the gametitle, the game betting limits, rules of play of the game, andidentification of the casino or other facility whereat the game isplayed; and the term “game non-specific information” means anyinformation unrelated to the game, including by way of illustration, butnot limitation, advertisements, casino facilities information,announcements, and entertainment. It is to be understood thatidentification of the casino or other facility whereat the game isplayed can be considered game non-specific information, as well as beinggame specific information. Some displays may receive different gamenon-specific information depending, for example, upon location of gametables in the casino, the game betting limits, or the type of game thatthe game is. Additionally, or alternatively, authorized personnel maychange the display information and/or the microprocessor programming ofthe display at the game table using the various keys thereat, as forexample to switch between game specific and game non-specificinformation based upon, for example, the status of play of the game atthe game table. With regard to switching display based upon status ofplay of the game, it is most preferred for a sensor (i.e., anelectro-optical sensor detecting absence/presence of game play article(i.e., a card, puck, etc.) with respect to a location of the game table)to automatically detect the status of play of the game, which statusinformation is available to the microprocessor programming.

Further for example, by way additionally or alternatively to the methoddescribed immediately above, the microprocessor programming and thedisplay information in the form of game specific information and gamenon-specific information may be physically delivered to each displaybased upon data stored in a removable data storage device, as forexample a laptop (notebook) computer with a data transfer cable (i.e., aUSB cable), a USB flash memory drive, a flash memory card, etc., beinginserted into a data port of the display, as for example a USB port a CF(compact flash) or an SD (secure digital) card port or other flash cardport, etc. The microprocessor programming and/or the display informationmay remain on the data storage device and/or may be uploaded to a datastorage device connected with microprocessor memory so as to be storedlocally within the display. The display information and/ormicroprocessor programming is periodically changed by inserting into, orconnecting to, the data port a data storage device having new or revisedmicroprocessor programming and/or display information stored therein,and may also be changed remotely (i.e., by wireless communication)and/or by an operator (for example, a dealer or casino personnel couldmanually set the status of the game, game limits and other features ofthe display other than the content of the game non-specific informationvia keys at the display). As mentioned above, with regard to switchingdisplay based upon status of play of the game, it is most preferred fora sensor (i.e., an electro-optical sensor detecting absence/presence ofgame play article (i.e., a card, puck, etc.) with respect to a locationof the game table) to automatically detect the status of play of thegame, which status information is available to the microprocessorprogramming. As further mentioned above, some displays may receivedifferent game non-specific information depending, for example, uponlocation of game tables in the casino, the game bet limits, or the typeof game that the game is.

It is an aspect of the present invention that the automatic detection ofthe status of play of the game may be combined with manual input (i.e.,casino personnel manual key press input) of status of play of the game.

According to an additional aspect of the method according to the presentinvention, it is preferred to dynamically change the game specificinformation in response to preselected game play inactivity. Forexample, if the game play is idle for a predetermined period of time,then the betting limits would be manually or automatically lowered as aninducement to attract players to play the game at the game table andthereby encourage termination of the idleness of play.

According to a method of implementation of the present invention,advertisers are contracted with respect to paid advertisements for oneor more display segments of the display of game non-specificinformation. Upon obtaining a contract with a casino for installation ofdisplays at table games, the displays and associated electronics (as forexample including automatic status of play of the game detectors(sensors)) are installed in the casino at various table games thereof,wherein the casino may receive the displays at no cost. Display segmentsof game non-specific information are determined and allocated among oneor more of the advertisers and, preferably, also the casino. Thereupon,the invention as previously described is implemented with respect toselective display of game specific and game non-specific information.

Accordingly, it is an object of the present invention to provide amethod and system in which casino game signage for a casino gameincorporates display information that is dynamically interchangeablebetween game specific and game non-specific information responsive tothe status of play of the game at the game table.

This and additional objects, features and advantages of the presentinvention will become clearer from the following specification of apreferred embodiment.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic diagram of an implementation of the presentinvention;

FIG. 1A is a flow chart representation of an internet-basedimplementation of FIG. 1;

FIG. 2 is a flow chart of a first example for carrying out the methodaccording to the present invention;

FIG. 2A is an alternative flow chart of the first example of FIG. 2,wherein status of play of the game is automatically detected;

FIG. 3 is a flow chart of a second example for carrying out the methodaccording to the present invention;

FIG. 3A is an alternative flow chart of the second example of FIG. 3,wherein status of play of the game is automatically detected;

FIG. 3B is an alternative flow chart of the second example of FIG. 3A,wherein game paused timing is predetermined;

FIG. 4A is a schematic view of a display according to the presentinvention, wherein the display is displaying a first example of gamespecific information;

FIG. 4B is a schematic view of the display of FIG. 4A, wherein now thedisplay is displaying a second example of game specific information;

FIG. 4C is a schematic view of the display of FIG. 4A, wherein now thedisplay is displaying game non-specific information;

FIG. 4D is a schematic view of the display of FIG. 4A, wherein now thedisplay is displaying both game non-specific information and gamespecific information;

FIG. 5A is a schematic view of a first type of keypad for controllingthe information displayed by the displays of FIGS. 4A through 4Daccording to a first aspect of the method according to the presentinvention;

FIG. 5B is a schematic view of second type of keypad for controlling theinformation displayed by the displays of FIGS. 4A through 4D accordingto a second aspect of the method according to the present invention;

FIG. 6A is a schematic view of a display similar to that of FIGS. 4Athrough 4D, wherein now keys for controlling the information displayedare provided on the display itself rather than on a keypad;

FIG. 6B is a side view, seen along lines 6B-6B of FIG. 6A;

FIG. 6C is a rear view, seen along lines 6C-6C of FIG. 6B;

FIG. 7A is a front perspective view of a preferred display;

FIG. 7B is a rear perspective view of the preferred display of FIG. 7A;

FIG. 7C is a front perspective view of a most preferred display;

FIG. 7D is a rear perspective view of the most preferred display of FIG.7C;

FIG. 8A is a perspective view of a discard rack equipped with a carddetector according to the present invention;

FIG. 8B is a perspective view as in FIG. 8A, wherein now a card ispresent in the discard rack, in overlying relation to the card detector;

FIG. 8C is a partly sectional view of the discard rack of FIG. 8A,wherein a card is present;

FIG. 8D is a partly sectional view of the discard rack of FIG. 8A,wherein a card is absent;

FIG. 9A is a plan view of a blackjack table equipped with the display ofFIG. 7C and the discard rack of FIG. 8A;

FIG. 9B is a plan view of a craps table equipped with the display ofFIG. 7C and a status of game play detector, both located at each wing ofthe layout;

FIG. 9C is a plan view of a craps table as generally in FIG. 9B, nowbeing equipped with a modified status of game play detector;

FIG. 9D is a cross-sectional view seen along line 9D-9D of FIG. 9C,showing a status of play of the game detector;

FIG. 9E is a cross-sectional view as in FIG. 9D, wherein the status ofplay of the game detector detects the puck through the layout;

FIG. 9F is a plan view of a status of game play detector for the game ofroulette;

FIG. 9G is a sectional side view of the status of game play detector ofFIG. 9F, shown in operation with respect to a marble game play article,and, in phantom, a marker game play article;

FIG. 9H is a plan view of a status of game play detector for the game ofpai gow tiles;

FIG. 9I is a sectional side view of the status of game play detector ofFIG. 9H, shown in operation with respect to a shaker game play article;

FIG. 9J is a perspective view of a card shoe equipped with a status ofgame play detector;

FIG. 9K is a sectional side view of the card shoe of FIG. 9J, shown inoperation with respect to a card weight;

FIG. 9L is a flow chart for a method of carrying out the presentinvention for utilization in games such as craps, for example per theembodiment of FIG. 9B, and pai gow tiles for example per the embodimentof FIGS. 9H and 9I;

FIG. 9M is a flow chart for a method of carrying out the presentinvention for a game of craps utilizing the embodiment of FIG. 9C;

FIG. 9N is a flow chart for a method of carrying out the presentinvention in a game in which the status of the game is never, or rarely,paused;

FIG. 9O is a flow chart for a method of carrying out the presentinvention in a game in which the paused status of the game has a learnedtiming;

FIG. 9P is a flow chart for a method of carrying out the presentinvention, wherein statistical information is provided;

FIG. 10 is a flow chart for a method of implementation of the presentinvention;

FIGS. 11A through 11D are schematic representations of allocations ofdisplay segments of game non-specific information according to thepresent invention;

FIGS. 12A and 12B are schematic representations of allocations as inFIG. 11C, wherein each shows a different play stop and play restartscenario according to the present invention, as for example per FIGS. 2Aand 3A, respectively;

FIG. 13 is a flow chart detailing one method for monitoring a blackjacktable game for game and dealer data wherein the blackjack game involvesa hand shuffle or non-continuous automatic shuffler;

FIG. 14 is a flow chart detailing one method for monitoring a blackjacktable game for game and dealer data wherein the blackjack game involvesa non-continuous automatic shuffler;

FIG. 15 is a flow chart detailing one method for monitoring a carnivaltable game for game and dealer data; and

FIG. 16 is a flow chart detailing one method for monitoring a roulettegame for game and dealer data.

DETAILED DESCRIPTION

Referring now to the Drawings, FIG. 1 depicts a general exemplificationof a system and implementation of a method for the dynamicallychangeable casino signage messaging according to the present invention,wherein provided are any number of dynamically changeable casino gamesignage displays 10 a, 10 b, 10 c for a plurality of casino game tables12 a, 12 b, 12 c, at least one display, respectively, for each gametable (for example, a blackjack table may have one display, however acraps table may have two displays, one at each wing, respectively),across a casino gaming floor 14, wherein three displays and three casinogame tables are merely an exemplification for illustration, as thenumber of displays and game tables is unlimited. The displays 10 a, 10b, 10 c display information that is dynamically interchangeable betweengame specific information and game non-specific information responsiveto the status of play of the game at the respective game tables 12 a, 12b, 12 c. In this regard, the term “game specific information” means anyinformation related to the game, including by way of illustration, butnot limitation, the game title, the game betting limits, rules of playof the game, and identification of the casino or other facility whereatthe game is played; and the term “game non-specific information” meansany information unrelated to the game, including by way of illustration,but not limitation, advertisements, casino facilities information,announcements, and entertainment. It is to be understood thatidentification of the casino or other facility whereat the game isplayed can be considered game non-specific information, as well as beinggame specific information. In this regard further, when the status ofplay of the game is “inactive”, there are, for non-limiting example,three possible types of game play inactivity: the game play may be“closed”, wherein the game table is closed for playing of the game; thegame play may be “idle”, wherein the game table is open for playing ofthe game but no one is presently playing; or, the game play may be“paused”, wherein the game is in play but paused as for example during adealer's cards shuffle procedure, between the end of play of one gameand the start of the next.

By way only of illustrative example, a central microprocessor 16 isprovided with its microprocessor programming and its displayinformation, wherein the central microprocessor is located at a remotelocation R of the casino. Each display 10 a, 10 b, 10 c, has arespective microprocessor (OP) 28 a, 28 b, 28 c, which is electronicallyconnected to the central microprocessor 16, as for example by directwire, but is more preferably by wireless transmission 18, wherein thewired or wireless transmission is most preferably two-way between thecentral microprocessor and each microprocessor of the displays.

Each display 10 a, 10 b, 10 c preferably includes, for receivingmicroprocessor programming and display information, at least one dataport 20 (see FIG. 6C) and, preferably, an electronic (wireless)communication component, as for example a wireless network interfacecard 19 a, 19 b, 19 c, which may be a separate circuit board or may beresident in an electronic interface 15 a, 15 b, 15 c. The electronicinterface is, for example, in the form of one or more circuit boardshaving electronic components and circuitry for interfacing with themicroprocessor and various ports, interfaces and buttons of the display,as well as driving the front and rear display screens (see FIGS. 7Athrough 7D) of the display. For example, microprocessor programming anddisplay information (i.e., game specific and game non-specificinformation) may be based upon data stored in a removable data storagedevice 25 a, 25 b, 25 c, as for example a laptop computer with a datatransfer cable, a USB flash memory drive 25′ (see example at FIG. 7A), aflash memory card 25 (see an example at FIG. 6C), etc., being insertedinto each respective data port 20 a, 20 b, 20 c, which may be, forexample, a USB port, a CF or SD card port or other flash card port, etc.The microprocessor programming and the display information may remain onthe data storage device and/or may be uploaded to an internal datastorage device 35 a, 35 b, 35 c within the display, for example, a harddrive, flash memory, or microprocessor memory. The microprocessorprogramming and/or the display information are periodically changed byinserting into each respective data port a new data storage devicehaving new or revised microprocessor programming and/or displayinformation stored therein, and may also be changed remotely by wired orwireless communication from the central microprocessor 16; and/or by anoperator (i.e., dealer or casino personnel) manually via keys of akeypad 22 a, 22 b, 22 c, or via keys on the display, itself (see FIGS.6A through 7D); and/or via an automatic status of play of the gamedetector 21 a, 21 b, 21 c, as for example discussed hereinbelow withrespect to FIGS. 8A through 9K.

By way of exemplification, microprocessor programming and the displayinformation for each of the displays is generated at one or moresources, such as an information technology facility and/or a videoproduction facility, wherein the display information is in the form ofgame specific information and game non-specific information. Themicroprocessor programming and display information are input to an inputinterface 24 to the central microprocessor 16 and/or to each of thedisplays directly via, for example, the data storage devices 25 a, 25 b,25 c being inserted into the data ports 20 a, 20 b, 20 c.

Each electronic display 10 a, 10 b, 10 c is located at its respectivecasino game table 12 a, 12 b, 12 c (at least one display per table),preferably game tables throughout the casino floor 14. The game tables12 a, 12 b, 12 c may be for a variety of games, as for a non-limitingexample blackjack tables, roulette tables, baccarat tables, crapstables, etc. The display screen 45 a, 45 b, 45 c may be provided by anysuitable display technology, as for example a CRT, a plasma orpreferably an LCD or OLED display screen.

With respect to FIG. 1, generally speaking each display 10 a, 10 b, 10 chas display electronics 23 a, 23 b, 23 c which for example include,respectively: a microprocessor 28 a, 28 b, 28 c; internal electronicinterface 15 a, 15 b, 15 c; data port 20 a, 20 b, 20 c for receiving aremovable data storage device 25 a, 25 b, 25 c; internal data storagedevice 35 a, 35 b, 35 c, display screen 45 a, 45 b, 45 c, interface forrecognizing a keypad 22 a, 22 b, 22 c; wireless network interface card19 a, 19 b, 19 c; and interface for recognizing a status of play of thegame detector (sensor) 21 a, 21 b, 21 c

FIG. 1A is a flow chart representation of an internet-basedimplementation of FIG. 1. In this regard, Block 1 represents one aspectof the present invention located on one side of the internet of Block 2,and Blocks 3 through 7 represent another aspect of the present inventionlocated on the other side of the internet of Block 2; and wherein Block8 represents an interface in which the displays 10 a, 10 b, 10 c areupdated with or without the internet of Block 2 via a screen managercomputer at Block 4.

At Block 1, a selected computer in a predetermined office locationprovides programming of the game specific and game non-specificinformation and other programming and polling for the displays 10 a, 10b, 10 c. The selected computer at Block 1 receives data from thedisplays 10 a, 10 b, 10 c and other locations, as for example casinosand/or advertisers, on the internet of Block 2 and provides commands anddata selectively to the displays 10 a, 10 b, 10 c and selected otherlocations on the internet, via the internet of Block 2. Block 2 isprovided with respect to Block 1 preferably by a high speed dataconnection such as for non-limiting example DSL or cable.

At Block 3, a firewall is connected with the internet of Block 2 whichis conventional to prevent unauthorized access downstream therefrom. AtBlock 4 a screen manager computer (i.e., the central microprocessor 16at the remote location R) is connected to the access point at Block 5 asfor example by a dedicated ethernet connection. The access point ofBlock 5 is a wireless router which wirelessly connects to the displays10 a, 10 b, 10 c utilizing preferably a WPA2 PSK encryption via thelocal area network of Block 6, wherein access to the local area networkrequires a log-in I.D. and password at the screen manager computer ofBlock 4, and/or at the central computer of Block 1.

The displays 10 a, 10 b, 10 c are connected to the local area network(i.e. intranet) of Block 6 via a TCP socket. Once connected, the screenmanager computer of Block 4 sends, for example, a command to set thetime of day every 2 minutes the socket is idle, and further commands thedisplays to retrieve configuration files and data files via an FTPconnection, which connection is established with a specific user namerespectively for each display, the password being common to thedisplays. Each configuration and statistical file is encrypted with AES1024 bit encryption.

Referring now to FIGS. 2 and 2A, depicted is a first example ofalgorithms for implementing the method according to the presentinvention, wherein a central microprocessor is present.

At Block 30 of FIG. 2, microprocessor programming and the displayinformation for each of the displays is generated at one or moresources, such as an information technology facility and/or a videoproduction facility, wherein the display information is in the form ofgame specific information and game non-specific information, anddelivered to the input interface 24. At Block 32, the centralmicroprocessor 16 generates the appropriate display information for eachdisplay, respectively. At Block 34, the central microprocessor pairs,according to its microprocessor programming, each display to itsrespective microprocessor programming and display information, provided,for example, by two-way recognition of an identification code, such as aunique alpha-numeric sequence, with respect to each display. At Block36, the central microprocessor transmits the display information and anyappropriate microprocessor programming for the displays. At Block 38each individual display 10 a, 10 b, 10 c receives its own specificdisplay information and appropriate microprocessor programming. At Block40, the status of play of the game is determined, as for example by adealer input, using keys, for example on the keypad 22, the status ofplay of the game. Block 40 may also be an automatic status of play ofthe game detector, an example of implementation of which is shown atFIG. 2A. At Decision Block 42, inquiry is made by the microprocessorwithin the display whether the play of the game play is active orinactive, and if inactive, whether the play is closed, idle or paused.If the status of play of the game is active, then at Block 44, themicroprocessor causes the electronic interface to display game specificinformation. This is exemplified at FIGS. 4A and 4B, whereat a display60 displays at its screen 68 game specific information 62, for examplein the form of the name of the game or type of game 62 a, the dollarbetting limits 62 b of the game, and casino identification 62 c whereatthe game is situated. If the status of play of the game is inactive,then at Block 46, the microprocessor of the display causes theelectronic interface to display at the screen 68 game non-specificinformation as exemplified at FIGS. 4C and 4D. In this regard, if thegame play inactivity is because the game play is closed, then it ispreferred for the display 60 to now display only the game non-specificinformation 66, 66 a, for example an advertisement 66 a as exemplifiedat FIG. 4C; however, if the game play inactivity is because the gameplay is idle or paused, then it is preferred for the display to thendisplay both game specific information 62, 62 a, 62 b and gamenon-specific information 66, 66 a, as exemplified at FIG. 4D, wherein itis preferred to continuously display the game specific information, andwherein the game specific information may be correlated to the type ofgame play inactivity (for example, a certain period of game playidleness may trigger information to be displayed which would induceplayers to play, i.e., lower betting limits). It is preferred to providethe game non-specific information to be tailored for displaying basedupon predetermined factors, for example, the game specific information(i.e., the game bet minimums/maximums), the game location, or the gametype so as to target the information to patrons at the game table; thiscan be accomplished by the central microprocessor 16 at Block 34 or bythe microprocessor 28 a, 28 b, 28 c at each display, respectively, via(optional) Block 46 a. The execution of Decision Block 42 by eachmicroprocessor 28 a, 28 b, 28 c can be accomplished in conjunction withtwo-way communication 18 with the central microprocessor 16, whereinstatus of play of the game is communicated by the respectivemicroprocessor to the central microprocessor, whereupon the centralmicroprocessor sends thereto appropriate game non-specific informationto be displayed.

Turning attention now to FIG. 2A, the algorithm of FIG. 2 is modified,after Block 38, to include an automatic status of play of the gamedetector, which detector, merely by way of exemplification is a cardpresence/absence detector, and which detector can be another game playarticle detector.

After Block 38, the status of play of the game is sensed at Block 40′ bythe status of play of the game detector 21 a, 21 b, 21 c (implemented,by nonlimiting example, as discussed hereinbelow with respect to FIGS.8A through 9K). At Decision Block 42′, inquiry is made by themicroprocessor within the display using the sensed information fromBlock 40′ whether the status of play of the game play is active orinactive (card present means status of play is active, card not presentmeans status of play is inactive).

If the answer to the inquiry at Decision Block 42′ is no, meaning statusof play of the game is inactive (because for nonlimiting example, nocard is present i.e., a card is absent at a discard rack), then, afteroptional Block 46 a, at Block 46 the microprocessor of the displaycauses the electronic interface to display at the screen 68 gamenon-specific information in the manner as discussed above. With regardto optional Block 46 a, as mentioned above, it is preferred to providethe game non-specific information to be tailored for displaying basedupon predetermined factors, for example, the game specific information(i.e., the game bet minimums/maximums), the game location, or the gametype so as to target the information to patrons at the game table; thiscan be accomplished by the central microprocessor 16 at Block 34 or bythe microprocessor 28 a, 28 b, 28 c at each display, respectively, via(optional) Block 46 a. The execution of Decision Block 42′ by eachmicroprocessor 28 a, 28 b, 28 c can be accomplished in conjunction withtwo-way communication 18 with the central microprocessor 16, whereinstatus of play of the game is communicated by the respectivemicroprocessor to the central microprocessor, whereupon the centralmicroprocessor sends thereto appropriate game non-specific informationto be displayed. The program then advances to Decision Block 50.

At Decision Block 50 inquiry is made as to whether a card has beenabsent from the discard rack for in excess of a predetermined time, asfor example greater than 300 seconds. If the answer to the inquiry atDecision Block 50 is no, then the program returns to Block 40′. However,if the answer to the inquiry is yes, then the program advances to Block52, whereat a game idle subroutine commences to run. This subroutinemay, for example, cause the microprocessor to display game non-specificinformation (which may also include game specific information) basedupon the play of the inactive game status now being changed from pausedto idle, and may further include causing the microprocessor to invert(i.e., inversion of foreground for background) the displayed informationat the rear of the display so as to serve as an alert to casinopersonnel of the extended duration of inactivity of the game; and/or maycause the microprocessor to initiate, after a predetermined time of cardabsence, as for example 30 minutes, reduction in the game limits tothereby attract players to the game table.

As mentioned, if the game play inactivity is because the game play isidle or paused, then it is preferred for the display to then displayboth game specific information 62, 62 a, 62 b and game non-specificinformation 66, 66 a, as exemplified at FIG. 4D, wherein it is preferredto continuously display the game specific information, and wherein thegame specific information may be correlated to the type of game playinactivity (for example, a certain period of game play idleness maytrigger information to be displayed which would induce players to play,i.e., lower betting limits).

However, if the answer to the inquiry at Decision Block 42′ is yes,meaning the status of play of the game is active because a card ispresent, then at Decision Block 35 inquiry is made whether Block 46 isalready executing. If the answer to this inquiry is no, then at Block44, the microprocessor causes the electronic interface to display at thescreen 68 game specific information, in the manner as discussed above,and the program returns to Block 40′.

However, if the answer to the inquiry at Decision Block 35 is yes, thismeans the status of the game has now gone from inactive to active, andthe display of game non-specific information is to now terminate to besubstituted by game specific information. The program now advances toBlock 53, whereat the total play time of the displayed display block ofthe game non-specific information and the current play (i.e., alreadyplayed) time thereof is obtained. By way of example, a display block hasa duration of 30 seconds which approximates an average card shuffletime, and is composed of display segments (discussed below with regardto FIGS. 11A through 12B). The program then advances to Decision Block54.

At Decision Block 54, inquiry is made whether the current time of playexceeds a predetermined percent of the total play time of the displayblock, as for example play time greater than 66 percent of total displayblock play time (see hereinbelow discussion with respect to FIGS. 12Aand 12B). If the answer to the inquiry is yes, then at Block 55 theprogram causes the microprocessor to finish play of the display block,then stop play of the display block (see FIG. 12A), ready the start ofthe next play of the game non-specific information at the next scheduleddisplay block, and then returns to Block 40′. If the answer to theinquiry is no, then at Block 56 the program causes the microprocessor tostop play of the display block, ready restart for the next display ofthe game non-specific information at the beginning of the display blockthat was in play (see FIG. 12B), and then returns to Block 40′.

According to the first example of the algorithm for implementing themethod of the present invention, the microprocessor programming anddisplay information are dynamically changed at the remote location R viathe central microprocessor 16, but may be dynamically changed at thedisplay, or both. For example, at the remote location R themicroprocessor programming and the display information in the form ofboth game specific and game non-specific information are input to thecentral microprocessor and selectively sent wirelessly to the displaysthroughout the casino. In this regard, some displays may receivedifferent display information depending, for example, upon location ofgame tables in the casino, or other criteria. Additionally, oralternatively, authorized personnel may program the microprocessor ofthe display at the game table using the various keys thereat, as forexample to switch between game specific and game non-specificinformation based upon, for example, the status of play of the game atthe game table. Additionally or alternatively, an automatic status ofplay of the game detector 21 a, 21 b, 21 c, as for example a cardpresence detector interfaced with a discard rack, may provide automaticswitching between display of game specific and game non-specificinformation responsive to the detected status of play of the game.Additionally or alternatively further, the microprocessor programmingand the display information (i.e., the game specific and gamenon-specific information) may be data stored in a laptop computer anddownloaded through a link (i.e., USB data cable) to the data port, or bedata stored in a removable data storage device such as a USB flashmemory drive, flash memory card, etc., which is inserted into the dataport.

Referring now to FIGS. 3 and 3A, depicted is a second example ofalgorithms for implementing the method according to the presentinvention, wherein there is no central microprocessor.

At Block 31 of FIG. 3, microprocessor programming and displayinformation are obtained at one or more sources, such as an informationtechnology facility and/or a video production facility, wherein thedisplay information is in the form of game specific information and gamenon-specific information. At Block 33, the microprocessor programmingand the display information, which is both game specific and gamenon-specific, are generated for each display, respectively. At Block 37,the microprocessor programming and the display information are loaded asdata onto a data storage device, as for example a laptop computer, a USBflash memory drive, a flash memory card, etc. At Block 41, the datastorage device is connected to the data port of a selected display. Inthis regard, for example, a particular data storage device is paired toa particularly selected display based upon selection criteria, as forexample the type of game, game bet limits, game table location, etc.Further for example, the programming within the display mayautomatically select particularly selected display from a generic rangeof display information based upon selection criteria, as for examplegame type, game bet limits and game location. At Block 41, themicroprocessor within the display uses the microprocessor programming toprocess the display information as displayable game specific and/or gamenon-specific information at the display. At Block 47, the status of playof the game is determined, as for example by dealer input, using keys ofthe display or a keypad wirelessly or wiringly connected with thedisplay, the status of play of the game. Block 47 may also be anautomatic status of play of the game detector, the implementation ofwhich is shown at FIG. 3A. At Decision Block 43, inquiry is made by themicroprocessor within the display whether the game play is active ornot, which may include inquiry as to the type of inactivity. If thestatus of play of the game is active, then at Block 49, themicroprocessor causes the electronic interface to display game specificinformation. This is exemplified at FIGS. 4A and 4B, whereat a display60 displays at the screen 68 game specific information 62 in the formfor example of the name of the game 62 a, the dollar betting limits 62 bof the game, and casino identification 62 c whereat the game issituated. If the status of play of the game is inactive, then at Block51, the microprocessor causes the electronic interface to display at thedisplay 68 game non-specific information, as exemplified at FIGS. 4C and4D. As mentioned above, if the game play inactivity is because the gameplay is closed, then it is preferred for the display 60 to now displayonly game non-specific information 66, 66 a, for example anadvertisement 66 a as exemplified at FIG. 4C; however, if the game playinactivity is because the game play is idle or paused, then it ispreferred to show both game specific information 62, 62 a, 62 b and gamenon-specific information 66, 66 a, as exemplified at FIG. 4D, wherein itis preferred to continually display the game specific information, andwherein the game specific information may be correlated to the type ofgame play inactivity (for example, a certain period of game playidleness may trigger information to be displayed which would induceplayers to play, i.e., lower betting limits).

Turning attention now to FIG. 3A, the algorithm of FIG. 3 is modified,after Block 41, to include an automatic status of play of the gamedetector, which detector, merely by way of exemplification is a cardpresence/absence detector, and which detector can be another game playarticle detector.

After Block 41, the status of play of the game is sensed at Block 47′ bythe status of play of the game detector 21 a, 21 b, 21 c (implemented,by nonlimiting example, as discussed hereinbelow with respect to FIGS.8A through 9K). At Decision Block 43′, inquiry is made by themicroprocessor within the display using the sensed information fromBlock 47′ whether the play of the game play is active or inactive (cardpresent means status is active, card not present means status isinactive).

If the answer to the inquiry at Decision Block 43′ is no, meaning statusof play of the game is inactive (because, for nonlimiting example, nocard is present, i.e., a card is absent at the discard rack), then atBlock 51 the microprocessor of the display causes the electronicinterface to display at screen 68 game non-specific information in themanner discussed above. As mentioned above, it is preferred to providethe game non-specific information to be tailored for displaying basedupon predetermined factors, for example, the game specific information(i.e., the game bet minimums/maximums), the game location, or the gametype so as to target the information to patrons at the game table. Theprogram then advances to Decision Block 57.

At Decision Block 57 inquiry is made as to whether a card has beenabsent from the discard rack for in excess of a predetermined time, asfor example greater than 300 seconds. If the answer to the inquiry atDecision Block 57 is no, then the program returns to Block 47′. However,if the answer to the inquiry is yes, then the program advances to Block58, whereat a game idle subroutine commences to run. This subroutinemay, for example, cause the microprocessor to display game non-specificinformation (which may also include game specific information) basedupon the play of the inactive game status being now being changed frompaused to idle, and may further include causing the microprocessor toinvert (i.e., inversion of background for foreground) the displayedinformation at the rear of the display so as to serve as an alert tocasino personnel of the extended duration of inactivity of the game;and/or may cause the microprocessor to initiate, after a predeterminedtime of card absence, as for example 30 minutes, reduction in the gamelimits to thereby attract players to the game table.

As mentioned, if the game play inactivity is because the game play isidle or paused, then it is preferred for the display to then displayboth game specific information 62, 62 a, 62 b and game non-specificinformation 66, 66 a, as exemplified at FIG. 4D, wherein it is preferredto continuously display the game specific information, and wherein thegame specific information may be correlated to the type of game playinactivity (for example, a certain period of game play idleness maytrigger information to be displayed which would induce players to play,i.e., lower betting limits).

However, if the answer to the inquiry at Decision Block 43′ is yes,meaning the status of play of the game is active because a card ispresent, then at Decision Block 45 inquiry is made whether Block 51 isalready executing. If the answer to this inquiry is no, then at Block49, the microprocessor causes the electronic interface to display at thescreen 68 game specific information, in the manner as discussed above,and the program returns to Block 47′.

However, if the answer to the inquiry at Decision Block 45 is yes, thismeans the status of the game has now gone from inactive to active, andthe display of game non-specific information is to now terminate to besubstituted by game specific information. The program now advances toBlock 59, whereat the total play time of the displayed display block ofthe game non-specific information and the current play (i.e., alreadyplayed) time thereof is obtained. (As mentioned, an example of apreferable display block has a duration of 30 seconds which approximatesan average card shuffle time, and is composed of display segments, perFIGS. 11A through 12B). The program then advances to Decision Block 61.

At Decision Block 61, inquiry is made whether the current time of playexceeds a predetermined percent of the total play time of the displayblock, as for example play time greater than 66 percent of total displayblock play time (see hereinbelow discussion with respect to FIGS. 12Aand 12B). If the answer to the inquiry is yes, then at Block 63 theprogram causes the microprocessor to finish play of the display block,then stop play of the display block (see FIG. 12A), ready the start ofthe next play of the game non-specific information at the next scheduleddisplay block, and then returns to Block 47′. If the answer to theinquiry is no, then at Block 64 the program causes the microprocessor tostop play of the display block, ready restart for the next display ofthe game non-specific information at the beginning of the display blockthat was in play (see FIG. 12B), and then returns to Block 47′.

According to the second example of the algorithm for implementing themethod of the present invention, the displaying of the displayinformation is dynamically changed at the display. For example,microprocessor programming and the display information (i.e., gamespecific information and game non-specific information) are stored in adata storage device which is then physically delivered to each display,via, for example, the data port thereof, throughout the casino. Eachdisplay transfers data from the data storage device for local storagetherewithin. Upon insertion of the data storage device, themicroprocessor detects the necessary data files and a configuration menuis displayed which allows options for choosing game type, location ofthe game (i.e., game number, pit number), and visual attributes (i.e.,brightness, contrast, color hue, etc.). In this regard, some displaysmay receive from the data transfer different display informationdepending, for example, upon location of game tables in the casino orother criteria. The microprocessor of each display would then utilizeits microprocessor programming to appropriately cause display of itsrespective display information so as to selectively display the gamespecific and the game non-specific information. Additionally, oralternatively, authorized personnel may change the display informationand/or the microprocessor programming of the display at the game tableusing the various keys thereat, as for example to switch between gamespecific and game non-specific information based upon, for example, thestatus of play of the game at the game table, as well as certain gamespecific information, such as the dollar betting limits of the tablegame. Additionally or alternatively, an automatic status of play of thegame detector 21 a, 21 b, 21 c, as for example a card presence detectorinterfaced with a discard rack, may provide automatic switching betweendisplay of game specific and game non-specific information responsive tothe detected status of play of the game.

It is possible, though not as preferred as the processes represented byFIGS. 2A and 3A, to alter the process steps in FIGS. 2A and 3A such thatif the answer to the inquiry at Decision Block 42′ or 47′, respectively,is no, then at Block 46 or 51, respectively, the display of the gamenon-specific information is for a predetermined set duration, as forexample a typical card shuffle time of 30 seconds, which time preferablycorrelates to a complete play of a display block. By way of example,FIG. 3B is a modification of FIG. 3A to implement the predetermined setduration of play of the game non-specific information, wherein a similarmodification of FIG. 2A is analogously possible, but not shown forbrevity, and it is to be understood that other game play articledetectors may instead be implemented therewith.

Presence of a card is sensed at Block 47′, and the program advances toDecision Block 43″ whereat inquiry is made as to whether a card ispresent at the discard rack. If the answer to the inquiry at DecisionBlock 43″ is yes, then the program inquires at Decision Block 58′whether the game is in idle mode, wherein if the answer to the inquiryis no, the program advances to Decision Block 57 whereat inquiry is madewhether a time the card is absent from the discard rack exceeds apredetermined time, as for example 300 seconds. If the answer to theinquiry is no, then at Block 49 the microprocessor causes to bedisplayed at the display 68 game specific information, and the programreturns to Block 47′.

However, if the answer to the inquiry at Decision Block 43″ is no, thenthe program advances to Decision Block 45′ whereat inquiry is madewhether Block 51 has recently executed preferably within the timespecified in Decision Block 57 (i.e., 300 seconds). If the answer to theinquiry is no, then the program advances to Block 51′, whereat themicroprocessor causes display of game non-specific information for apreset time, as for example an average card shuffle time of 30 seconds,whereupon the program advances to Decision Block 57, wherein the answerto the inquiry will be no, so the program will advance to Block 49. AtBlock 49 the microprocessor commences display of game specificinformation, and returns to Block 47′. In this regard, since the timingof execution of Block 51′ matches the timing of a whole display block,the switch from game non-specific information to game specificinformation is immediate. Now, if a card is present at Block 47′, theprogram will advance through Decision Blocks 43″, 58′ and 57 so thatBlock 49 continues executing as long as a card remains present at thediscard rack. On the other hand, if a card is not present at Block 47′,then the program will advance through Decision Block 43″ to DecisionBlock 45′, whereat the answer to the inquiry will be yes, and theprogram will advance through Decision block 57, and, as long as theinquiry thereat is no, then on to Block 49, wherein the game specificinformation will continue to play even though no card is present in thediscard rack. However, if the duration of card absence from the discardrack exceeds the predetermined time (i.e., the above mentioned 300seconds), then at Block 57 the answer to the inquiry will be yes, andthe program will then divert to Block 58, whereat the program goes intogame idle mode, the nature of which is discussed hereinabove, and theprogram then returns to Block 47′.

Execution of Block 58 will continue until presence of a card is sensedat Block 47′, whereupon the program advances through Decision block 43″to Decision Block 58′, whereat the answer to the inquiry of whether thegame idle mode is executing will be yes. The program then advancesthrough to Block 59, Decision Block 61 and one of Block 63 or 64, thenature of which is detailed hereinabove, and the program then returns toblock 47′.

It will be understood, in summary, that in the method of carrying outthe present invention displaying, selectively, at least one of the gamespecific information and the game non-specific information at thedisplay is related to the status of play of the game at the game table.For example, when the status of play of the game at the game table is“inactive”, there are, for non-limiting example, three possible types ofgame play inactivity: the game play may be “closed”, wherein the gametable is closed for playing of the game; the game play may be “idle”,wherein the game table is open for playing of the game but no one ispresently playing; or, the game play may be “paused”, wherein the gameis in play but paused as for example during a dealer's cards shuffleprocedure, between the end of play of one game and the start of thenext. When the status of play of the game is inactive, themicroprocessor programming causes to be displayed at the display thegame non-specific information, but also causes to be displayed the gamespecific information if the game play inactivity is due to the game playbeing idle or paused, wherein the display information displayed may becorrelated to the type of game play inactivity (for example, if the gameplay inactivity is due to the game play being closed, preselectednon-game specific information may then be displayed which is appropriateto a long duration of game play inactivity). When the status of play ofthe game is active (i.e., the game is actively in play), themicroprocessor programming causes to be displayed at the display,preferably only, the game specific information. The display informationdisplayed may be in static format and/or may be in moving picture format(i.e., video, streaming video, etc.), and may or may not include sound.

The preferred displays 60, 60′, 60″, 60′″ are shown at FIGS. 4A through4D, at FIGS. 6A through 6C, preferably at FIGS. 7A and 7B, and mostpreferably at FIGS. 7C and 7D. The display screen (see 45 a, 45 b, 45 cof FIG. 1) is a preferred display screen 68, 68′ which is mostpreferably LCD technology, but may also use OLED or plasma technology,well known in the art. A stand 70 may be pivotally and swivelablyconnected to a housing 72, 72′, but for simplicity the stand 70′ is morepreferably fixedly connected to the housing 72″. Preferred dimensionsfor the display 60, 60′ of FIGS. 4A through 4D and 6A through 6C are:the display screen 68 is about 6.5 inches diagonally, the housing 72,72′ is about 6 inches wide, 7 inches high and about 0.5 inches deep, andthe stand 70 is about 1 inch high, wherein the stand may include screwholes for mounting to a selected surface on or around the table.Preferred dimensions for the preferred display 60″ of FIGS. 7A and 7Band the most preferred display 60′″ of the FIGS. 7C and 7D are: thedisplay screen 68′ is about 8.5 inches diagonally, the housing 72″, 72′″is about 8.75 inches wide, 8 inches high and about 1.75 inches deep, andthe stand 70′ is about 2 inches high, wherein the stand includes screwholes 71 for mounting to a selected surface on or around the table.

It is preferred for an indication of the content of the displayinformation being displayed at the display screen 68, 68′ to be visibleat the rear of the display 60′, 60″, 60′″ so that pit personnel can, ata glance, know this content (particularly betting limits). In thisregard, comparing FIG. 6A with FIG. 6C, a first preferred mode topresent this content at the rear of the display is to utilize a reardisplay screen 68R, preferably an LCD screen or an OLED or plasma screenrelatively smaller than the display screen 68, which is electronicallyconnected to the electronic interface of the display (see 15 a-15 c inFIG. 1) so as to display at the rear display screen 68R all, or aselection portion of, the same game specific information 62 as isdisplayed at the display screen 68. In this regard further, comparingFIG. 7A with FIG. 7B and FIG. 7C with FIG. 7D, a second preferred modeto present this content at the rear of the display is to utilize a reardisplay screen 68R′, preferably a VFD or LED display screen (or possiblyanother type of display screen as for example, an LCD, OLED or plasmascreen) smaller than the display screen 68′, which is electronicallyconnected to the electronic interface of the display (see 15 a-15 c inFIG. 1) so as to display at the rear display screen 68R′ a selectedportion of the same game specific information 62 (i.e., the bettinglimits numbers 62 b) displayed at the display screen 68′.

Additionally, FIGS. 6B and 6C show a data storage device 25 (a flashmemory card) inserted into a data port (see 20 in FIG. 6C).

Referring now additionally to FIGS. 5A through 7B operation of keys forimplementing Blocks 40, 40′, 47, 47′ of FIGS. 2 through 3A according tothe method of the present invention will be detailed, wherein, for thesake of brevity, the algorithm of FIG. 2 will only be referenced withspecificity.

Referring firstly to FIG. 5A, a “Type I” keypad 80 has a plurality ofkeys which are connected to the microprocessor of the display by wire orwirelessly. The normal mode of display is Block 44.

The TABLE DOWN function key 82 is pressed when the game is closed oropen, but not active, in which case Block 46 is then operative until theCLEAR function key 84 is pressed. The SHUFFLE function key 86 is pressedwhen the dealer is shuffling cards or cards are in a shuffle machine orbeing exchanged, in which case Block 46 is then operative for apredetermined time period whereafter Block 44 is operative. The CLEARfunction key 84 is pressed to reset.

Keys are also provided to select a minimum and a maximum dollar bet forthe game under Block 44. This may be preset keys or input from a set ofalpha-numeric keys.

Each display has a memory so that when the TABLE DOWN or SHUFFLEfunction keys are pressed, the game minimum and maximum will remain set,as well as in the case of the display being turned off.

Examples of the minimum keys are as follows. A $5 minimum key 90 ispressed when the minimum table limit is $5, $10, $15 or $20, whereineach time the $5 minimum key 90 is pressed the minimum displayedincreases in increments of $5, but to revert to a lesser minimum, theCLEAR function key is pressed to reset to zero. A $25 minimum key 92 ispressed when the minimum table limit is $25, $50, or $75, wherein eachtime the $25 minimum key 92 is pressed the minimum displayed increasesin increments of $25, but to revert to a lesser minimum, the CLEARfunction key is pressed to reset to zero. A $100 minimum key 94 ispressed when the minimum table limit is $100 and above, wherein eachtime the $100 minimum key 94 is pressed the minimum displayed increasesin increments of $100, but to revert to a lesser minimum, the CLEARfunction key is pressed to reset to zero.

Examples of the maximum keys are as follows. A $100 maximum key 96 ispressed when the maximum table limit is between $100 and $1,000, whereineach time the $100 maximum key 96 is pressed the maximum displayedincreases in increments of $100, but to revert to a lesser maximum, theCLEAR function key is pressed to reset to zero. A $1,000 maximum key 98is pressed when the maximum table limit is above $1,000, wherein eachtime the $1,000 maximum key 98 is pressed the maximum displayedincreases in increments of $1,000, but to revert to a lesser maximum,the CLEAR function key is pressed to reset to zero.

A RESERVED function key 100 is pressed when the table is reserved for avery important person, i.e., a VIP player, wherein the CLEAR functionkey is pressed to reset.

Referring now to FIG. 5B, a “Type II” keypad 102 has a plurality of keyswhich are connected to the microprocessor of the display by wire orwirelessly. The normal mode of display is Block 44.

The TABLE DOWN, SHUFFLE and RESERVED function keys 104, 106, 108 are asdescribed hereinabove with respect to FIG. 4A. However, each of theminimum keys $5 110, $25 112, $100 114, $500 116 and the maximum keys$500 118, $1,000 120, $5,000 122, $10,000 124 are each of fixed facevalue and not incrementable with successive pressing.

Referring now to FIGS. 6A and 6B, a display 60′ has a display screen 68,and stand 70 as described above, wherein now the housing 72′ includesintegrated keys, wherein there is no keypad. The keys operate, by way ofexample, generally as described above with respect to FIG. 5A, andinclude a TABLE DOWN function key 130 (operating similarly to key 82), aSHUFFLE function key 132 (operating similarly to key 86), a CLEARfunction key 134 (operating similarly to key 84), at least one minimumfunction key 136 (operating similarly to any or all of keys 90-94), atleast one maximum function key 138 (operating similarly to any or all ofkeys 96-98) and a RESERVED function key 140 (operating similarly to key100). Keys may be combined or otherwise provided, and may be disposed atother locations of the housing.

Referring now to FIGS. 7A and 7B, a display 60″ has a display screen68′, and stand 70′ as described above, wherein now the housing 72″includes integrated keys, wherein there is no keypad. The keys operate,by way of example, somewhat as generally described above with respect toFIGS. 6A through 6C, having the following aspects. A Table Down (gameidle) function key 133 (initiating by way of example display of gamenon-specific information), a Shuffle (game paused) function key 131(initiating by way of example display of game non-specific informationfor a predetermined duration), a minimum bet function key 135 (forscrolling through preset betting minimums), and a maximum bet functionkey 137 (for scrolling through preset betting maximums). An optionalReserved function may be implemented at the end of scroll of either keys135 or 137. A game closed key 139, initiating the programming to entergame closed mode and display, preferably, only game non-specificinformation. Keys may be combined or otherwise provided, and may bedisposed at other locations of the housing.

An example of a preferable functionality of the display 60″ is asfollows.

The screen 68R′ on the rear of the display 60″ indicates what theminimum amount is at the front screen 68′ of the display. Pressing theminimum bet function key 135 changes the minimum bet amount of the gametable. Each time the key 135 is pressed and released the minimum betamount is increased according to the amounts supplied by the casino. Togo down in bet value, the keys 131 and 135 are pressed simultaneouslyand released for each amount that is to be reduced. The non-gamespecific information targeting (i.e., Block 46 a) is based on theminimum bet amount selected.

The screen 68R′ at the rear of the display 60″ indicates what themaximum bet amount is at the front screen 68′ of the display. Themaximum bet function key 137 changes the maximum amount on the table.Each time the key 137 is pressed and released the bet maximum isincreased according to the amounts supplied by the casino. If the amountis to be lowered, then keys 137 and 133 are pressed simultaneously andreleased for each amount that is to be reduced.

On the top of the display 60″, closest to the dealer, is the Shuffle (orgame paused) function key 131. Once the cards are ready for the shufflesequence, this key 131 is pressed. The non-game specific informationwill be displayed for a set duration based on game type. There is nointeraction needed for the display 60″ to end its cycle and go back tothe game specific information. If necessary the shuffle process can beended early by pressing either of the keys 131 or 133 at the top of thedisplay 60″.

Also at the top of the display 60″, furthest from the dealer, is theTable Down (or game idle) function key 133. Pressing this key 133, thedisplay 60″ continuously displays the game non-specific informationwhile the game sits idle without players. The minimum and maximum betamounts are also displayed at the bottom of the screen 68′ during thistime. The rear screen 68R′ shows the min and max bets inverted (i.e.,inversion of foreground for background) to inform casino pit personnelof the idle status of the game. Pressing either of the top keys 131 or133 will restore display of the game specific information (i.e., thegame play status has gone from inactive, because the game play is idle,to active).

If the status of the game is idle (also referable to as “dead gamemode”) for 25 minutes, the preset bet limits will drop down one amount.For example, if a game sits idle for 25 minutes and has a $50 minimum,the display will drop the minimum to $25, and at $25 it will not drop to$15 regardless of how long the game sits idle. Prior to when the minimumwill drop, the rear screen 68R′ will flash “DROPPING” for 72 seconds.During these 72 seconds pressing of either the minimum and maximum betfunction keys 135, 137 will thwart the minimum bet limit drop process,wherein without a key press intervention the drop will occur.

The closed game function key 139 is located at the bottom of the display60″ (on the maximum bet side). This key 139 is pressed when the statusof play of the game is inactive because the game is closed. Uponpressing the key 139, the game non-specific information will bedisplayed, along with a graphic image (i.e., a casino logo) where thebet minimum and maximum were located on the screen 68′. During operationof this mode, the rear screen 68R′ will display “CLOSED” to inform thecasino pit personnel of the closed status of the game (and display).When in this mode, the display 60″ will display game-nonspecificinformation continuously at the screen 68′. In this mode, all keysexcept for the closed game function key 139 are inactive, whereinpressing of key 139 again will cause the display to return to status ofplay of the game active mode, and game specific information will againbe displayed.

Additionally, FIG. 7A shows an audio functionality 141, and a datastorage device 25′ (a USB flash memory drive) which is inserted into adata port (not visible, but indicated at USB port 20′) of the display.

Referring now to FIGS. 7C and 7D (like parts having like numerals toFIGS. 7A and 7B), a most preferred display 60′″ has a display screen68′, and stand 70′ as described above, except there are no buttons atthe top (no buttons 131 and 133) for game paused and game idle which areobviated due to connection to an automatic status of play of the gamedetector (i.e., 21 a, 21 b, 21 c) through connection 69 b (connection 69a is for power, wherein both connections 69 a, 69 b run through thestand 70′). Provided are a minimum bet function key 135′ (for scrollingthrough preset betting minimums), and a maximum bet function key 137′(for scrolling through preset betting maximums). An optional Reservedfunction may be implemented at the end of scroll of either keys 135′ or137′. A game closed key 139, initiating the programming to enter gameclosed mode and display, preferably, only game non-specific information.Keys may be combined or otherwise provided, and may be disposed at otherlocations of the housing.

An example of a preferable functionality of the display 60′″ is asfollows.

The screen 68R′ on the rear of the display 60′″ indicates what theminimum amount is at the front screen 68′ of the display. Pressing theminimum bet function key 135 changes the minimum bet amount of the gametable. Each time the key 135 is pressed and released the minimum betamount is increased according to the amounts supplied by the casino. Togo down in bet value, the keys 131 and 135 are pressed simultaneouslyand released for each amount that is to be reduced. The non-gamespecific information targeting (i.e., Block 46 a) is based on theminimum bet amount selected.

The screen 68R′ at the rear of the display 60′″ indicates what themaximum bet amount is at the front screen 68′ of the display. Themaximum bet function key 137 changes the maximum amount on the table.Each time the key 137 is pressed and released the bet maximum isincreased according to the amounts supplied by the casino. If the amountis to be lowered, then keys 137 and 133 are pressed simultaneously andreleased for each amount that is to be reduced.

Operation is interfaced with automatic detection of status of play ofthe game.

When the status of play of the game is paused (i.e., cards beingshuffled), the non-game specific information will be displayed for a setduration based on game type. There is no interaction needed for thedisplay 60′″ to end its cycle and go back to the game specificinformation, as this is automatic.

When the status of play of the game is idle, the rear screen 68R′ showsthe min and max bets inverted (i.e., inversion of foreground forbackground) to inform casino pit personnel of the idle status of thegame, per the automatic status of game detection. If the status of thegame is idle (also referable to as “dead game mode”) for 25 minutes, thepreset bet limits will drop down one amount. For example, if a game sitsidle for 25 minutes and has a $50 minimum, the display will drop theminimum to $25, and at $25 it will not drop to $15 regardless of howlong the game sits idle. Prior to when the minimum will drop, the rearscreen 68R′ will flash “DROPPING” for 72 seconds. During these 72seconds pressing of either the minimum and maximum bet function keys135, 137 will thwart the minimum bet limit drop process, wherein withouta key press intervention the drop will occur.

The closed game function key 139 is located at the bottom of the display60″ (on the maximum bet side). This key 139 is pressed when the statusof play of the game is inactive because the game is closed. Uponpressing the key 139, the game non-specific information will bedisplayed, along with a graphic image (i.e., a casino logo) where thebet minimum and maximum were located on the screen 68′. During operationof this mode, the rear screen 68R′ will display “CLOSED” to inform thecasino pit personnel of the closed status of the game (and display).When in this mode, the display 60′″ will display game-nonspecificinformation continuously at the screen 68′. In this mode, all keysexcept for the closed game function key 139 are inactive, whereinpressing of key 139 again will cause the display to return to status ofplay of the game active mode, and game specific information will againbe displayed.

Additionally, FIG. 7A shows an audio jack 141′, and a data storagedevice 25′ (a USB flash memory drive) which is inserted into a data port(not visible, but indicated at USB port 20′) of the display.

To change the game location, game number or game types of the display toagree with the game type being played at the game table (i.e., the gametype displayed on the screen 68′) an external data storage device (forexample the USB flash memory drive 25′) with appropriate data filesstored therein is inserted into the data port (for example the USB port20′), the keys 133 and 139 are pressed simultaneously and released. Therear display 68R′ will then show the setup menu, whereupon the minimumor maximum bet function keys 135, 137 may be pressed so as to scrollthrough options of the menu. To edit an option, the keys 133, 139 arepressed simultaneously and released, which will then select an editablesubmenu. For example to select a game type, a label “L—GAME NAME” where“L” represents “logo”, or “H—GAME NAME” where “H” represents “hotel”.Once this is displayed on the rear screen 68R′, the minimum or maximumbet function keys 135, 137 may be scrolled through. Once selected, thegame choice will be implemented after 5 seconds or by pressing theclosed game function key to return to the menu options.

Within the game types there is preferably included one or more gametraining titles, as for example “BJ Training”. If selected as a gametype, a continuous loop game training seminar will be displayed (i.e.,blackjack training seminar if “BJ Training was selected) until the keys133 and 139 are again simultaneously pressed and released to scroll toanother selection (game type or other training). Before selecting a gametraining title, the audio functionality 141′ of the display 60′″ wouldneed to be implemented.

It is also preferred that inserting a data storage device (i.e., the USBflash memory drive 25′) into the data port (i.e., the USB port 20′) willinitiate the display to detect the presence of data files for instantplayback. If these data files are present on the data storage device,the display will begin displaying the data files while the data storagedevice is present. This information may be game specific or gamenon-specific information. When the data storage device is removed thedisplay will return back to the last documented display position.

By pressing the minimum and maximum bet function 135, 137 simultaneouslyand releasing, a volume indicator on the rear screen 68R′ will bedisplayed, whereupon the volume can be adjusted accordingly. Onceadjusted, the volume indicator will disappear and revert back to theprevious screen (i.e., BJ Training).

Each display has a memory (as mentioned) so that when the TABLE DOWN orSHUFFLE function keys are pressed, the game minimum and maximum willremain set, as well as in the case of the display being turned off. Thepower connection 69 a runs through the stand and is connected to asource of power at the game table.

It is preferred that when a minimum (and/or maximum) key is pressed, itwill trigger display of separate and unique game non-specificinformation (i.e., advertisements or other messages) to that display soas to target the information to patrons frequenting that particulartable game. For example, if a low minimum is displayed at Blocks 44, 51,then advertisements displayed at Blocks 46, 51 would feature inexpensivefacilities of the casino, whereas if a high minimum is displayed atBlocks 44, 49, then advertisements displayed at Blocks 46, 51 wouldfeature expensive facilities of the casino.

Turning attention now to FIGS. 8A through 9K, preferred structuralimplementations of the status of play of the game detectors 21 a, 21 b,21 c of FIG. 1, of Block 40′ of FIG. 2A, and of Block 47′ of FIG. 3Awill be detailed.

Referring firstly to FIGS. 8A through 8D, a discard rack 160 is ofconventional configuration for receiving cards therein, wherein one ormore cards 170 conventionally locatable upon a base 162 of the discardrack. A card 170 being present in the discard rack 160 means the statusof the game (as for non-limiting example, blackjack) is active. However,the absence of any card 170 in the discard rack 160 means the status ofthe game is inactive, wherein if the card is absent a predeterminedshort time, then the inactivity can be attributed the inactivity beingbecause the game is paused (as for example during shuffling of thecards); if absent for a first predetermined longer time, then theinactivity can be attributed to the inactivity being because the game isidle (as for example the game is open for play, but there are no playerspresent); and, optionally, if absent for a second, predetermined evenlonger time, then the inactivity can be attributed to the inactivitybeing because the game is closed (as for example the game is closed forplay).

A card presence detector 164 is connected with the discard rack 160,wherein the card presence detector can be any sensor which automaticallydistinguishes card presence from absence, and provides a signalindicative of whether the card is present or absent. By way of preferredexample, a conventional electro-optical sensor (i.e., any photodetector)166 is located within the base 162, having a clear reception of light168 above the base. Whenever a card 170 is absent (see FIG. 8D), thelight falls upon the electro-optical sensor 166 providing a voltageoutput via a connection 172, whereby the signal (i.e., a voltage) at theconnection is indicative of card absence in the discard rack 160;however, whenever a card 170 is present (see FIG. 8C), then less lightwill fall on the electro-optical sensor 166, whereby the changed signal(i.e., a reduced voltage) at the connection 172 is indicative of cardpresence in the discard rack 160. With respect to the foregoingdescription, the status of game play is detected by the microprocessorby a voltage change from an electro-optical sensor in response to lightchange due to the presence or absence of the game play article thereat.The connection 172 is a preferred form of a connection interface 174, asfor example wires, fiber optics, wireless, etc., which connects the cardpresence detector 164 to the microprocessor of the display (see forexample the □P 28 a, 28 b, 28 c, respectively, of displays 10 a, 10 b,10 c of FIG. 1).

FIG. 9A depicts an example of a first implementation of a status of playof the game detector with respect to a blackjack game table 180. Theabove described discard rack 160 with card presence detector 164 isattached to the blackjack table 180, wherein a connection interface 174connects the card presence detector 164 to the microprocessor of thedisplay (display 60′″ being shown by way of preference).

FIG. 9B depicts an example of a second implementation of a status ofplay of the game detector with respect to a craps table 190. A puckpresence detector 192 is located in the craps table, as for example anelectro-optical sensor having light reception at a location whereconventionally during play of craps the puck 194 is located prior to thefirst come-out roll of the dice. The presence of the puck 194 causes theoutput signal (i.e., a voltage output) from the electro-optical sensorto be different (i.e., less voltage) as compared to when the puck is notpresent thereat, to be delivered to a connection interface 174′ to themicroprocessor of the display 60′″″. In this regard, it is preferred tohave two displays 60″″, one display at each wing, each display having adisplay screen 68′ (as shown at FIG. 7D (there being no rear screen))and, additionally, the display 60′″″ at the rear of the table 190 havingjust a rear screen 68R′ (as shown at FIG. 7A (there being no displayscreen 68′)), along with keys, port and internal microprocessor asmentioned regarding the display 60′″. The presence of the puck isindicative the status of the game is inactive, the type of inactivitybeing that the game is paused.

FIG. 9C depicts a second aspect of the second implementation of a statusof play of the game detector with respect to a craps table 190′, whereinlike functioning parts are identified by like numerals of FIG. 9B. Theaforementioned puck presence detector 192 and the displays 60″″, 60′″″are as recounted above, and now there are point number puck presencedetectors at each point number of the layout 190 a: a detector 192 a atthe number “4”, a detector 192 b at the number “5”, a detector 192 c atthe number “six”, a detector 192 d at the number “8”, a detector 192 eat the number “nine”, and a detector 192 f at the number “10”. Whilepuck detectors 192 a-192 f are shown at the point numbers of the leftwing of the layout 190 a, they may be present alternatively at the rightwing of the layout, or at both wings of the layout.

As aforementioned, the detectors (see FIGS. 9D and 9E) may be in anyform including, for nonlimiting example, a electro-optical sensor 192′having ambient light reception such that the presence of the puck 194thereover causes a signal (i.e., a voltage) output via a modifiedconnection interface 174″ to the microprocessor of the display 60′″″.Since it is advantageous if the layout of the craps table 190′ can,itself, be an unmodified layout 190 a′ and be, therefore, installedconventionally by being laid over the puck detectors 192, 192 a-192 f,the light sensing of the puck detectors (see FIG. 9E) can utilize anelectro-optical sensor 192″ sensitive to a selected portion of theelectromagnetic spectrum of the ambient light of the casino which isable to pass through the layout, as may be determined by empiricaltesting. Or, for another example, the puck detector can include anoptical device emitting nonvisible light that is passable through thelayout, the puck having a bottom surface that is reflective to thisnonvisible light, and the detector detecting the reflection of thenonvisible light when the puck is present thereover. Or, for yet anotherexample, the puck detector may be a pressure sensitive device whichrecognizes when the weight of the puck is thereover.

It is to be noted that all detector descriptions herein (hereinabove andhereinbelow) are merely by way of exemplification and without intentionof limitation, wherein any other suitable detector capable of detectionof the presence of the puck (or any other game play article) may beused.

The presence of the puck 194 (or another game play article) at any ofthe numbers is indicative of the number having been rolled by a shooterduring play of the game of craps. A methodology for carrying out thepresent invention in regard to the embodiment of FIG. 9C is describedhereinbelow with respect to FIG. 9M.

FIGS. 9F and 9G depict an example of a third implementation of a statusof play of the game detector with respect to the game of roulette. Thestatus of play of the game detector 400 has a base 402 which may beattached to any surface, as for example by screws 404. A truncated,frustoconically shaped cup wall 406 is centered with respect to a gameplay article detector 408, as for example a photodetector 410, asdiscussed generally hereinabove wherein light provides a voltage when agame play article is not present thereover, having a suitable connection412 (any suitable connection interface) to the microprocessor of thedisplay (see for example the □P 28 a, 28 b, 28 c, respectively, ofdisplays 10 a, 10 b, 10 c of FIG. 1). Any suitable game play article 414may be used in connection with the detector 408, preferably forroulette, the game play article is a marble 414 a or a marker (shown inphantom) 414 b (which, if it is clear, may have an opaque bottom 414 b′to provide proper sensing of its presence at the photodetector 410). Forlocation of the game play article 414 with respect to the detector 408,it is preferred to provide a stepped recess 416 which circumscribes thedetector.

FIGS. 9H and 9I depict an example of a fourth implementation of a statusof play of the game detector with respect to the game of pai gow tiles.The status of play of the game detector 420 has a base 422 which may beattached to any surface, as for example by screws 424. A semicircularshaped cup wall 426 is centered with respect to a game play articledetector 428, as for example a photodetector 430, as discussed generallyhereinabove wherein light provides a voltage when a game play article isnot present thereover, having a suitable connection 432 (any suitableconnection interface) to the microprocessor of the display (see forexample the □P 28 a, 28 b, 28 c, respectively, of displays 10 a, 10 b,10 c of FIG. 1). Any suitable game play article 434 may be used inconnection with the detector 428, preferably for roulette, the game playarticle is a shaker 434 a.

It will be understood from the foregoing that detection of status ofplay of any game can be implemented according to the teachings of thepresent invention. In this regard, per the method according to thepresent invention, a detector detects the presence (or absence) of agame play article, and that information is provided to a microprocessorwhich, per the programming according to the present invention, affectsthe display of game specific and game non-specific information on adisplay. As an exemplification of how the teachings of the presentinvention can be expansively applied to other games and devices otherthan those specifically detailed hereinabove, consider FIGS. 9J and 9K,which depict a card shoe 450 having a game play article detector 452associated therewith. The game play article is, in this example, a cardweight 454, and the detector may be an electro-optical sensor, amagnetically sensitive device (reed switch, magnetoresistor, etc.) or apressure sensitive switch which senses the presence of a magnet 456embedded in the game play article 454 and sends a signal to amicroprocessor.

Turning attention now to FIGS. 9L through 9P, while also consideringFIGS. 2 through 3B, further aspects of the methodology according to thepresent invention will be detailed.

As mentioned hereinabove, the flow charts of FIGS. 2 through 3B areapplicable to any game play article simply by substituting the word“game play article” for “card” in the various relevant Blocksrespectively thereof. Thus, by way of exemplification, with respect tothe status of play of the game detector 400 of FIGS. 9F and 9G, the flowcharts of FIGS. 2 through 3B are to be read as reciting “game playarticle” in place of “card”, wherein the game play article 414 is, forexample, a marble 414 a or a marker 414 b.

However, there may be situations in which the flow charts of FIGS. 2A,3A and 3B may be advantageously modified to suit a particular gameapplication, as indicated at FIGS. 9L through 9P. In this regard, theflow chart of FIG. 3A will be utilized to exemplify the modification,wherein like functioning Blocks will have like numerals, and wherein themodification of the other flow charts of FIGS. 2A and 3B followssimilarly therefrom such that an artisan of ordinary skill will have afull comprehension form the present detailed description with respect tothe modification of FIG. 3A such that a tedious repetitious expositionshall be omitted as to the modifications of FIGS. 2A and 3B for the sakeof brevity.

Referring now to FIG. 9L, it will be seen that the steps are identicalto FIG. 3A except that at Decision Block 43″ the “yes” and “no” pathsare reversed from that of Decision Block 43′ of FIG. 3A. What this meansis that the inquiry at Decision Block 43″ as to the presence or absenceof the game play article has an opposite result as to that of DecisionBlock 43′ of FIG. 3A. For example, with respect to the games ofblackjack (see FIGS. 8C through 9A) and roulette (see FIGS. 9F and 9H),the presence of the game play article at the detector means that thegame is active; whereas with respect to the game of craps (FIGS. 9Bthrough 9E, wherein FIGS. 9B and 9C refer in this regard to detector 192only) and the game of pai gow tiles (FIGS. 9H and 9I) the presence ofthe game play article at the detector means the game is inactive.

Referring next to FIG. 9M, shown is a flow chart in which the flow chartof FIG. 9L has been modified for the purpose of accommodating the crapstable 190′ and detectors 192 and 192 a-192 f of FIGS. 9C through 9E. Inthis regard, what is additionally desired is to detect puck placementwhen it is positioned over each point number of the layout 190 a duringthe course of play of the game, and to show those point numberplacements as part of the game specific information.

For example, before a shooter is on his/her come out roll, the puck 194will be located at the “don't come” area of the layout 190 a, restingabove a puck detector 192. When the puck is at this location, the gameis interpreted to be inactive and game non-specific information is thendisplayed at the display(s). When a shooter is going to make his/hercome out roll, the casino personnel will then place the puck behind the“don't come” area (not over any sensor 192 or 192 a-192 f), and now gamespecific information is displayed at the display(s). Once a point numberis rolled by the shooter (i.e., the numeric outcome of the dice roll wasa point number) the puck will be moved by casino personnel to theappropriate point number associated with the rolled point, and therespective puck detector located thereat 192 a-192 f will detect thepresence of the puck thereover, which detection will thereupon triggerthe microprocessor of the display to indicate, as part of the gamespecific information, the active point number. If subsequently the pointnumber is made by the shooter, the casino personnel will then remove thepuck from the position above the respective point number and then placethe puck again behind the “don't come” area. The removal of the puckfrom the number and not subsequently over any sensor 192 or 192 a-192 f(after a predetermined time) is interpreted by the microprocessor tomean the point has been made (alternatively, another puck presencedetector behind the “don't come” area could be used as an affirmativeindication of when the puck is located thereat). Accordingly, thedisplay will then indicate, as part of the game specific information,the point number that was made. This process is repeated as the shooterthrows other rolls of the dice, desirably including shooting pointnumbers and made point numbers. On the other hand, however, if theshooter “sevens-out” on a roll of the dice, then the casino personnelwill place the puck again in the “don't come” area of the layout, whichwill be detected by a sensor 192, and the game non-specific informationwill again be displayed (all numbers being cleared) at the display(s).

Returning to FIG. 9M, if the inquiry of Decision Block 43″ is no, per apuck detector 192 at the “don't come” area of the layout, then inquiryis next made at Decision Block 73 whether the puck is located at a pointnumber, using a respective one of the puck detectors 192 a-192 f. If theanswer to the inquiry is no, then this means the puck is located behindthe “don't come” area, and the game is active. Inquiry is next made atDecision Block 87 whether the puck had been previously at a point numberlocation, and if the answer to the inquiry is no, then next at DecisionBlock 45, inquiry is made whether Block 51 is executing (as discussedabove with respect to FIG. 3A), and if the answer to the inquiry is yes,then on to Block 59 and so on as described with respect to FIG. 3A.However, if the answer to the inquiry at Decision Block 73 is yes, thenthe point number is stored in memory at Block 74 and then inquiry ismade at Decision Block 45, and so on as mentioned above. If, however,the answer to the inquiry at Decision Block 87 is yes, then this meansthe last stored point number has now been made, and at Block 89 thepoint number is stored in memory as a made point number.

If the answer to the inquiry at Decision Block 45 is no, then themicroprocessor causes, at Block 49′, to be displayed at the display(s)game specific information, which information includes the point numberinformation, preferably including what point number is in play and whatpoint numbers have been made by the shooter during his/her dice throwingsession, and then return is made to Block 47′. Should the shooterseven-out during his/her dice throwing session, then, at Block 43″, thepuck will be moved to the “don't come” area detector 192, and themicroprocessor will become aware that the puck is present at the puckdetector 192, whereupon any stored point and made point numbers areerased at Block 91, and game non-specific information will be displayedat Block 51, with advance to Block 57, etc. as described above withrespect to FIG. 3A.

Turning attention now to FIG. 9N, shown is a flow chart in which theflow chart of FIG. 3A has been modified for the purpose of accommodatinga game in which there is an absence of pausing, or pausing is eitherhaphazard or so short that it is not practical to display gamenon-specific information thereduring. Accordingly, for practicalpurposes in this game scenario, the status of game inactivity is eitheridle or closed (paused is either not present or is ignored). The flowchart of FIG. 3A is modified to provide the flow chart of FIG. 9N byeliminating Block 58, placing Block 51 now as the yes result of theinquiry at Decision Block 57, and directing the no result of DecisionBlock 57 as an input to Decision Block 45, so that when gamenon-specific information is displayed at Block 51, the status of thegame is, basically, idle.

Considering next FIG. 9O, shown is a flow chart in which the flow chartof FIG. 3A has been modified for the purpose of accommodating a game inwhich the pause time thereof may be sometimes too short, for practicalreasons, to display game non-specific information thereduring, whereinby learning the status of play of the game over several game play cycles(a game play cycle comprises processing of the flow chart between a timein which the game play article presence is detected, the game playarticle absence is detected, and the game play article presence is againdetected), the microprocessor determines whether it is appropriate todisplay game non-specific information during subsequent detected pausesof the game, per the game play article presence detection.

The flow chart of FIG. 3A is modified to provide the flow chart of FIG.9O by adding Blocks 75 and 78 and Decision Blocks 76 and 77. If theresult of the inquiry of Decision Block 43′ is no, then at Block 75 thelength of time the game play article has been absent is timed. AtDecision Block 76, inquiry is made whether over the last several gamecycles (as for example 3 cycles) the game play article has been absenton average greater than Z seconds. The time Z depends upon the length oftime of play of a play segment of the game non-specific information,wherein for example Z equals the play time of a play segment, as fornonlimiting example Z may equal 30 seconds. Unless the minimum number ofcycles have ensued (i.e., the 3 cycles mentioned hereinabove), or if theaverage game play article absence time has been less than Z seconds,then the answer to the inquiry will be no, whereupon Decision Block 45executes, as described with respect to FIG. 3A. However, if the answerto the inquiry at Decision Block 76 is yes, then Block 51 executes, asdescribed herein with respect to FIG. 3A. However, if the answer to theinquiry at Decision Block 43′ is yes, then inquiry is made at DecisionBlock 77 whether the game play article had been absent, and if theanswer to that inquiry is no, then Decision Block 45 executes asdescribed herein with respect to FIG. 3A. However, if the answer to theinquiry at Decision Block 77 is yes, then the time of absence of thegame play article is stored for later use in Decision Block 76 toascertain the average time of absence of the game play article;thereupon Block 45 executes as previously described.

Moving on now to a consideration of FIG. 9P, shown is a flow chart inwhich the flow chart of FIG. 3A has been modified for the purpose ofproviding statistical data. For example the data may include how manytimes each individual play segment has played, how much elapsed time hasthe display displayed game specific information, how much elapsed timethe display has displayed game non-specific information, how muchelapsed time the status of play of the game is active, how much elapsedtime the status of play of the game is inactive, how much elapsed timethe status of the inactive play of the game is because the game has beenpaused, how much elapsed time the status of the inactive play of thegame is because the game has been idle, and how much elapsed time thestatus of the inactive play of the game is because the game has beenclosed.

The flow chart of FIG. 3A is modified to provide the flow chart of FIG.9P by adding Block 79. Each time the flow chart passes through Block 79from any of Blocks 41, 58, 49, 63 and 64, and Decision Block 57, Block79 processes predetermined data by obtaining (as for example by use ofelectronically recognizable identifiers embedded in the displayedinformation) and then storing the data for later retrieval. The data maybe any data, and includes, preferably, information about what has beendisplayed on the display over a selected period of time. The dataprocessed at Block 79 may, for nonlimiting example include: how manytimes each individual play segment of the game non-specific informationhas played, which data may be statistically arranged with respect toindividual advertisements displayed, segments played of individualadvertisers, segments played of the casino, and segments played of thedisplay supplier; how much elapsed time has the display displayed gamespecific information; how much elapsed time the display has displayedgame non-specific information; how much elapsed time the status of playof the game is active; how much elapsed time the status of play of thegame is inactive; how much elapsed time the status of the inactive playof the game is because the game has been paused; how much elapsed timethe status of the inactive play of the game is because the game has beenidle; and how much elapsed time the status of the inactive play of thegame is because the game has been closed.

It is to be understood from the foregoing description that the status ofplay of the game detector 21 a, 21 b, 21 c may be any detector whichdetects the presence and/or absence of a game play article of the gamewith respect to the game table of the game, wherein the game playarticle may be for example, a card, a puck or another game play article.

Various aspects and considerations, among others, of the methodaccording to the present invention are as follows.

Ability to display and adjust the table limits, game types andcoordinating colors, independently, manually at the game or from acentralized remote station (a pit stand or a casino central location).

Ability to have the table minimum automatically reduced to another tableminimum after a selected time lapse in the “TABLE DOWN” operationalmode.

Ability to display interchangeable advertisements, which can bedisplayed at varying times and for varying duration.

Ability to target market by synchronizing advertisements in correlationwith the table game limits (for example, each limit may have its ownspecific series of advertisements) or game types (for example, pai gowgames may target Chinese restaurants) or game locations (for examplegames near a convention center may target advertisements for theconvention).

Ability to manually select play of advertisement cycles at the game viathe SHUFFLE and TABLE DOWN function keys.

Ability to change or program (download) new information, i.e.,advertisements, from a remote location.

Ability to service or maintain the system from a remote location.

Ability to carryout all of the above using wireless communication.

Ability to carry out all the above using the internet.

Ability to deliver to each display individually tailored displayinformation and/or microprocessor programming by connecting a datastorage device to the data port of the display and then uploading thedata to memory storage in the display, most preferably, for example, viaa USB flash memory drive inserted into a USB port, but couldalternatively for example be a flash memory card inserted into a flashcard reader port, etc.; and further to change the display informationand/or the microprocessor programming simply replacing the data storagedevice with another having different or revised display informationand/or microprocessor programming data stored therein.

Ability for pit personnel to apprehend the displayed displayinformation, particularly game specific information, from glancing atthe rear of the display.

Ability to automatically detect status of play of the game and then toautomatically display game specific and/or game non-specific informationresponsive to the detected status.

An example of operation of Blocks 44 and 46 for a blackjack table is asfollows over a 24 hour day. Block 44 operates normally. Shuffling timeis estimated at 192 minutes, whereduring Block 46 is operative. Tabledown time is estimated at 2 hours per day, whereduring Block 46 isoperative. In this example, Block 46 would be operative for about 312minutes per day, whereduring revenues are generatable from the displayedgame non-specific information (ie., advertisements).

It is to be understood that the methodology of the present invention isindependent of the exact type of electronics and hardware used for itsimplementation. As such, in considering the method according to thepresent invention all electronics and hardware discussed hereinaboveshould be regarded merely as providing an illustration ofimplementation, and not a definitive and/or limiting implementation.

It is a further aspect of the present invention that the automaticdetection of the status of play of the game may be combined, in anysynergistic manner, with manual input (i.e., casino personnel manual keypress input) of status of play of the game.

Turning attention next to FIGS. 10 through 12B, a method ofimplementation of the present invention will be described with respectto an exemplar flow chart 200 and exemplar display segments allocations300, 300′, 300″, 300′″ for the game non-specific information.

Referring to FIG. 10, in Block 202, a supplier obtains contracts withadvertisers (as for example corporations having products or services toadvertise) with respect to paid advertisements for one or more displaysegments (see FIGS. 11A through 11D) of the display of game non-specificinformation as generally described hereinabove. In Block 204, a contractis obtained by the supplier with a casino for installation of displaysat table games as generally described hereinabove, wherein preferablythe casino has no cost and any profit for the supplier is derived fromthe execution of Block 206 via the contracts obtained in Block 202, andwherein mutual agreement between Blocks 202 and 204 is present such thatthe casino accepts certain of the advertisers of Block 202, which mayalso include acceptance of the advertisements thereof, for display asdisplay segments (see FIGS. 11A through 11D). In Block 206, the displaysinclusive of the display electronics and any other components, as forexample status of play of the game detectors (sensors), otherelectronics, etc. as described hereinabove (see FIGS. 1 and 1A), areinstalled in the casino with respect to various table games thereof,wherein the casino, as mentioned, preferably receives the installationat no cost as a result of the casino accepting the display of certaindisplay segments of advertisers of Block 202. In Block 208, displaysegments of the game non-specific information are determined andallocated among the one or more of the advertisers and, preferably, alsothe casino, as generally based upon, and pursuant to, Blocks 202 and204. The display segments sequentially repeat or repeat in anotherpredetermined order, wherein the allocation in Block 208 is subject toperiodic revision. The allocation in Block 208 is input, for example, ateither Block 30 of FIG. 2 or Block 31 of FIG. 3, whereupon the inventionas previously described is implemented (as for example via theimplementations described for FIGS. 2 through 3B, above) with respect toselective display of game specific and game non-specific information.

It is to be understood that flow chart 200 is merely exemplar. Forexample, the supplier can reach contractual accord with advertisers ofpredetermined display segments and/or display blocks and with a casinofor installation of the displays, wherein the supplier and the casinocan share in revenue on a predetermined agreed basis from theadvertisers, and wherein the casino can be allocated to itself certainof the display segments and/or display blocks.

Referring now to FIGS. 11A and 11B, an example of a display segmentsallocation 300 for a low betting limit (i.e., a game specificinformation of for example “Betting Limits of $1 to $5”) and a displaysegments allocation 300′ for a high betting limit (i.e., a game specificinformation of for example “Betting Limits of $25 to $500”) are shown,being rendered upon completion of, for example, either execution Block32 or Block 33 of FIGS. 2 or 3, respectively. In this regard, by waymerely of example, the game of Blackjack may have a dealer card shuffletime of 30 seconds. Accordingly, it is desirable to allocate displaysegments in display blocks of 10 seconds, so that during a shuffle time,whole number display segments will be displayed. Thus, in FIG. 11A thereare four display blocks 302, 304, 306, 308, each 30 seconds long; and,similarly, in FIG. 11B there are four display blocks 302′, 304′, 306′,308′, each 30 seconds long. In FIGS. 11A and 11B play time is from leftto right.

With regard to FIG. 11A, by way merely of example and not limitation,the display segments are allocated and generated as programming of thegame non-specific information, wherein the display segments areallocated as follows. Display block 302 is divided into three displaysegments, 302 a, 302 b, 302 c, wherein: display segment 302 a has a playtime of 10 seconds, is allocated to a first advertiser of Block 202 andis in the form of MPEG video; display segment 302 b has a play time of10 seconds, is allocated to a second advertiser of Block 202 and is inthe form of a BMP image; and display segment 302 c has a play time of 10seconds, is allocated to the casino of Block 204 and is in the form ofMPEG video. Display block 304 is undivided as one display segment 304 a,wherein: display segment 304 a has a play time of 30 seconds, isallocated to the casino of Block 204 and is in the form of MPEG video.Display block 306 is divided into two display segments, 306 a, 306 b,wherein: display segment 306 a has a play time of 20 seconds, isallocated to the first advertiser of Block 202 and is in the form ofMPEG video; and display segment 306 b has a play time of 10 seconds, isallocated to a third advertiser of Block 202 and is in the form of MPEGvideo. Display block 308 is divided into three time display segments,308 a, 308 b, 308 c, wherein: display segment 308 a has a play time of10 seconds, is allocated to a fourth advertiser of Block 202 and is inthe form of a BMP image; display segment 308 b has a play time of 10seconds, is allocated to the casino of Block 204 and is in the form of aBMP image; and display segment 308 c has a play time of 10 seconds, isallocated to a fifth advertiser of Block 202 and is in the form of MPEGvideo.

With regard to FIG. 11B, by way merely of example and not limitation,the display segments are allocated and generated as programming of thegame non-specific information, wherein the display segments areallocated as follows. Display block 302′ is undivided as one displaysegment, 302 a′, wherein: display segment 302 a′ has a play time of 30seconds, is allocated to a first advertiser of Block 202 and is in theform of MPEG video. Display block 304′ is undivided as one displaysegment 304 a′, wherein: display segment 304 a′ has a play time of 30seconds, is allocated to the casino of Block 204 and is in the form ofMPEG video. Display block 306′ is undivided as one display segment, 306a′, wherein: display segment 306 a′ has a play time of 30 seconds, isallocated to a second advertiser of Block 202 and is in the form of MPEGvideo. Display block 308 is undivided as one display segment 308 a′,wherein: display segment 308 a′ has a play time of 30 seconds, isallocated to the casino of Block 204 and is in the form of MPEG video.

Turning attention now to FIG. 11C, a display segments allocation 300″ ofthe game non-specific information is presented. The allocation is madeby determining a paused time of the game, said paused time comprisinggame play inactivity which is due to the game play being paused, thenallocating the length of the display segments into a division of thepause time, wherein the display block composed thereof is equal to thepaused time.

There are 36 display segments (each shown having its own respectivenumber designator 1′-36′), of which thirty of the display segments areallocated for use by a casino where the displays are installed, and sixof the display segments are allocated to the vendor supplying thedisplays. The display segments are each 10 seconds long, and can becombined, preferably providing display blocks of three display segments(each of 30 seconds duration), wherein consecutively for the entiresegments allocation 300″, every three display segments constitutes adisplay block of 30 seconds duration, indicated by letters A through L.

By way merely of exemplification, the particular shading of each displaysegment is indicative of its allocation to a respective particularadvertiser, wherein: display segments 1′, 2′, 18′, 19′ and 29′ areallocated to a first advertiser; display segments 3′, 4′ and 6′ areallocated to a second advertiser; display segments 5′, 7′, 8′, 11′, 14′and 33′ are allocated to a third advertiser; display segments 9′, 10′,12′, 13′ and 28′ are allocated to a fourth advertiser; display segments15′, 16′ and 17′ are allocated to a fifth advertiser; display segments20′, 21′ and 22′ are allocated to a sixth advertiser; display segments23′, 24′, 25′, 30′, 31′ and 32′ are allocated to a seventh advertiser;display segments 26′ and 27′ are allocated to an eighth advertiser; and,finally, display segments 34′, 35′ and 36′ are allocated to a ninthadvertiser. By further exemplification, the display segments of FIG. 11Chave been sold to advertisers in which display segments number 3′, 4′,6′, 34′, 35′ and 36′ are allocated to the vendor, and the remainingdisplay segments are allocated to the casino.

By way merely of example, the displaying of the display segments inFIGS. 11A through 11C may sequentially repeat, or go on to otherpre-programmed display blocks, until modified per FIG. 10. In thisregard a most preferred example of a display segments allocation 300′″is depicted at FIG. 11D.

At FIG. 11D, a plurality of display blocks are provided, each of 30seconds duration. There are preferably five display blocks in total, A′,B′, C′, D′, and E′. Each display block A′-E′ has its own respectivedisplay group, the number of display groups may be varied from time totime and may be different among the various display blocks (as apractical matter, the number of display groups of any one displaysegment is limited by data storage space capacity of the display takinginto account the data storage allocated to the other display segments).For example merely be way of exemplar illustration in FIG. 11D, displayblock A′ has display groups G1A′, G2A′, G3A′, G4A′, and G5A′; displayblock B′ has display groups G1B′, G2B′, G3B′, and G4B′; display block C′has display groups G1C′, G2C′, G3C′, and G4C′; display block D′ hasdisplay groups G1D′, G2D′, G3D′, G4D′, and G5D′; and display block E′has display groups G1E′, G2E′, G3E′, G4E′, G5E′, and G6E′.

Each of the display groups G1A′-G6E′ is divided, respectively, intodisplay segments, each of which having a duration of any of 10 seconds,15 seconds, 20 seconds or 30 seconds (see legend L′ of FIG. 1D),provided that any combination of which equals the 30 seconds duration ofits respective display segment. For example, display group G1A′ has two15 second display segments, display group G1B′ has one 30 second displaysegment, display group G1C′ has three 10 second display groups, anddisplay group G1E′ has two display segments, one of 20 seconds and theother of 10 seconds.

Display of the content of the display blocks A′-E′ is performed when thegame status of the respective game is inactive due to the game beingpaused, idle or closed. While the length of play (duration) the displayblocks may all be the same (i.e., 30 seconds), the displayed content inthe display groups and the number of played display groups may bedifferent based on whether the status of the game is idle or closed, orif the status of play of the game is paused. Allowing additional displaygroups allows for advertisers to vary their advertising content of thegame non-specific information.

It is to be noted that a display block time of 30 seconds is by way ofpreference and another time could be selected. In this regard, thenumber of display segments and the durations of the various displaysegments may be other than 10, 15, 20 and 30 seconds so as to fit theselected time of the display block.

The display blocks are played sequentially. In FIG. 11D, this wouldentail display of display block A′, then display block B′ then displayblock C′ then display block D′ then display block E′, and then repeat.The display sequence and the repetition are based upon sequencingthrough the display groups. Once the last display group of a displayblock has been displayed, then when that display block is nextdisplayed, per the display block sequencing, the first display group inthat display block will be displayed. For example, the display segmentsallocation 300′″ would sequentially display the following displaysegments: G1A′, then G1B′, then G1C′, then G1D′, then G1E′, then G2A′,then G2B′, then G2C′, then G2D′, then G2E′, then G3A′, then G3B′, thenG3C′, then G3D′, then G3E′, then G4A′, then G4B′, then G4C′, then G4D′,then G4E′, then G5A′, then G1B′, then G1C′, then G5D′, then G5E′, thenG1A′ then G2B′, then G2C′, then G1D′, then G6E′, then G2A′ then G3B′,then G3C′, then G2D′, then G1E′, etc.

Referring back to the implementation algorithms of FIGS. 2 through 3B asthey pertain to the preferred display segments allocation 300″ of FIG.11C, FIG. 12A exemplifies the execution of Block 56 of FIG. 2A and theexecution of Block 64 of FIG. 3A, wherein when display of gamenon-specific information is to end, play P1 is less than 66% intodisplay block F at about the end of display segment 16′, so the nextplay P2 will be restarted at the beginning of display block F(corresponding to the beginning of display segment 16′); whereas FIG.12B exemplifies the execution of Block 55 of FIG. 2A and the executionof Block 63 of FIG. 3A, wherein when display of game non-specificinformation is to end, play P′1 is more than 66% into display block F,so play continues through the end of the display block (corresponding tothe end of display segment 19′), then the next play P′2 will be startedat the beginning of the next display block G (corresponding to thebeginning of display segment 19′).

In another embodiment of the present invention, live table games may bemonitored for game efficiency or speed of play, including hands perhour, shuffle time, active game time and related game and dealer data.The data is collected based on the information collected by the gamestatus detectors (e.g., discard rack with sensor) described herein. Inone embodiment, the data is collected with a central server andaccessible by operators via a terminal linked to the server. Such datamay include game status, past history, dealer tracking and settings. Viasoftware the data may be categorized as desired and manipulated toprovide a history of table game. Operators may also set monitoringparameters such as threshold times and related times associated with themonitoring system and method. Advantageously, the collected data may beused to evaluate the performance and competence of game dealers. Forexample, with card games, number of hands dealt per hour, shuffle timeand related information may be calculated and collected with a highdegree of certainty. Such data allows operators to maintain qualitydealers and train those in need. Real time, or near real time, tablegame and dealer monitoring is also accessible by the operator via theterminal. Software handles the data and configures it in a useful mannerfor the operator along with providing the operator with customizableoptions.

In a first example, the game of blackjack using a hand deal ornon-continuous shuffler is monitored. The data in this example arecollected based on the use of the discard rack as described herein. FIG.13 shows a flow chart 500 detailing one method of monitoring gameefficiency associated with the blackjack game using a hand deal ornon-continuous shuffler is monitored. The system is started ormaintained at 502 with the display timer being started at 504. At 506and 508, it is determined whether a card is present in the discard rack.If not, the chart 500 loops back to 508. Once a card is detected at 508(i.e., game beginning), a game timer and dealer timer are activated at510 and 512, respectively. At 514, it is determined whether a cardremains in the discard rack. If so, the chart 500 loops back to 514. Ifnot, at 516 a shuffle timer is started. At 518, a dealer timer isstopped and a dealer time associated with the dealt game is documentedor recorded. The dealer time corresponds to the time required by thedealer to deal all of the cards (to the cut card) and play the handsbefore the next shuffle. This amount of time is dependent upon bothdealer efficiency and number of cards which the dealer must exhaust(e.g., 1 to 8 decks). At 520 it is determined whether a card is onceagain present in the discard rack. If yes, at 522 the shuffle timer isstopped and shuffle time is documented or recorded and the chart 500loops back to 512. If no card is detected at 522, at 524 it isdetermined whether a card has been absent for a pre-programmed thresholdtime. The threshold time is premised on a passage of time (e.g., threeminutes) after which it is assumed that the game is dead. If thethreshold time has been passed, at 526, the shuffle timer and game timerare stopped. At 528, a game time is documented or recorded. The gametime may be calculated by subtracting the pre-programmed threshold timefrom the time recorded between the game timer starting at 510 andstopping at 526. At 530, a dead game timer is started. For accuracypurposes, the dead game timer is pre-set with an amount of timeequivalent to the pre-programmed threshold time which passed at 524.That is, at 524, once no card is detected for the threshold time, thegame is deemed dead as soon as no card was detected at 520. At 532, itis determined when a card is once again present in the discard rack. Ifnot, the chart 500 loops back to 532. If yes, at 534, the dead gametimer is stopped and the dead game time is documented or recorded andthe chart 500 loops back to 510.

The flow chart 500 allows shuffle time, game time and dead game time tobe recorded. From game time and number of decks being used, a hands perhour (or other time frame) may be calculated. One such calculationcomprises: calculating the number of decks (e.g., 1 through 8);calculate a deck cut size (e.g., ¼. ½. ¾, 1, 1¼, 1½, 1¾, 2, 2¼, 2½, 2¾,3); multiply the number of decks by 52 cards and subtract the number ofcut cards (cut size multiplied by 52); divide the result by, forexample, 2.7 (average cards per blackjack hand, this number can be setby the casino to be more or less) to obtain hands dealt; perform thefollowing equation (3600/dealing time in seconds) to obtain deals perhour; and multiply hands dealt and deals per hour to obtain hands perhour. The actual or true hands per hour is then calculated as follows:calculate shuffle time and deal time as shown detailed in flow chart500; calculating the number of decks (e.g., 1 through 8); calculate adeck cut size (e.g., ¼. ½. ¾, 1, 1¼, 1½, 1¾, 2, 2¼, 2½, 2¾, 3); multiplythe number of decks by 52 cards and subtract the number of cut cards(cut size multiplied by 52); divide the result by 2.7 (average cards perblackjack hand) to obtain hands dealt; perform the following equationadd the shuffle time (ST) and the deal time (DT) in seconds; perform thefollowing equation (3600/(ST+DT)) to obtain a true deals per hour; andmultiply the true deals per hour by the hands dealt resulting in a truehands per hour output. The same formula type may be used to calculatehands per hour for other card games as well.

In another example, the game of blackjack using a continuous shuffler ismonitored. Continuous shufflers operate such that cards are fed backinto the shuffler after each hand or round is played. Again, the data inthis example are collected based on the use of the discard rack asdescribed herein. FIG. 14 shows a flow chart 600 detailing one method ofmonitoring game efficiency associated with a blackjack game using acontinuous shuffler. The system is started or maintained at 602 with thedisplay timer being started at 604. At 606 and 608, it is determinedwhether a card is present in the discard rack. If not, the chart 600loops back to 608. Once a card is sensed at 608 (i.e., game beginning),a game timer and round timer are activated at 610 and 612, respectively.At 614, it is determined whether a card remains in the discard rack. Ifso, the chart 600 loops back to 614. If not, at 616, the round timer isstopped and the round time is documented or recorded. At 618, it isdetermined whether a card is once again present in the discard rack. Ifyes, the chart 600 loops back to 610. If no card is detected at 618, at620, it is determined whether a card has been absent for apre-programmed threshold time. If the threshold time has been passed, at622, game timer are stopped. At 624, a game time is documented orrecorded. The game time may be calculated by subtracting thepre-programmed threshold time from the time recorded between the gametimer starting at 610 and stopping at 622. Al 626, a dead game timer isstarted. For accuracy purposes, the dead game timer is pre-set with anamount of time equivalent to the pre-programmed threshold time whichpassed at 620. That is, at 624, once no card is detected for thethreshold time, the game is deemed dead as soon as no card was detectedat 620. At 624, a game time is documented or recorded. At 626, a deadgame timer is started. For accuracy purposes, the dead game timer beginswith a pre-set amount of time equivalent to the pre-programmed thresholdtime which passed at step 620. At 628, it is determined when a card isonce again present in the discard rack. If not, the chart 600 loops backto 628. If yes, at 630, the dead game timer is stopped and the dead gametime is documented or recorded and the chart 600 loops back to 610.

Data may also be collected during the play of non-blackjack table gamesutilizing cards also known as carnival games. In other words, card gamesrequiring a re-shuffle after each game or round. Also, in such gamescards may be left in the discard rack after a game ends. Again, the datain this example are collected based on the use of the discard rack asdescribed herein. FIG. 15 shows a flow chat 700 detailing one method ofmonitoring a carnival game. The system is started or maintained at 702with the display timer being started at 704. At 706 and 708, it isdetermined whether a card is present in the discard rack. Once a card issensed at 708, a game round timer and game timer are activated at 710and 712, respectively. At 714, it is determined whether a card remainsin the discard rack. If not, at 728 the game round timer is stopped andthe game round time is documented or recorded. At 730, it is determinedwhether a card is in the discard rack. If yes, at 732 the game roundtimer is started and the chart 700 loops back to 714. If not, at 734, itis determined whether a card has been absent for longer than apre-programmed threshold time (e.g., three minutes). If yes, at 736, thegame timer is stopped and the game time is documented or recorded. Thegame time accounts for (i.e., subtracts) the pre-programmed thresholdtime at 734 from the time between the game timer being started at 712and stopped at 736. At 738, the dead game timer is started with apre-set time equivalent to the threshold time at 734. At 740, it isdetermined whether a card is present in the discard rack. If not, thechart 700 loops back to 740. If so, at 742, the dead game timer isstopped and the dead game time is documented or recorded and the chart700 loops back to 710. At 714, if a card is detected in the discardrack, at 716, it is determined whether a card is present for longer thana pre-programmed threshold time (e.g., three minutes). If not, the chart700 loops back to 714. If so, at 718, the game timer is stopped and thegame time is documented or recorded. The game time accounts for (i.e.,subtracts) the pre-programmed threshold at 716 time from the timebetween the game timer being started at 712 and stopped at 718. At 720,the dead game timer is started with a pre-set time equivalent to thethreshold time from 716. At 722, it is determined whether a card ispresent in the discard rack. If yes, the chart 700 loops back to 722. Ifnot, at 724, it is determined whether a card is present. If not, thechart 700 loops back to 724. If yes, at 726, the dead game timer isstopped and the dead game time is documented or recorded and the chart700 loops back to 712. Those skilled in the art will recognize that thethreshold time may be less than or greater than 3 minutes. Moreover, itcan be dependent upon the carnival game being dealt since some carnivalgames are dealt faster than others.

Data may also be collected during the play of non-card games likeroulette. FIG. 16, shows a flow chart 800 detailing one method ofmonitoring a roulette game. The data in this example are collected basedon the use of the game status detector or article as described herein.The system is started or maintained at 802 with the display timer beingstarted at 804. At 806 and 808, it is determined whether an article ispresent. Once an article is detected at 808, a spin timer and game timerare activated at 810 and 812, respectively. At 814, it is determinedwhether an article remains present. If not, at 828, the spin timer isstopped and the spin time is documented or recorded. At 830, it isdetermined whether an article is present. If yes, at 832, the spin timeris started and the chart 800 loops back to 814. If not, at 834, it isdetermined whether an article has been absent for longer than apre-programmed threshold time (e.g., five minutes). If yes, at 836, thegame timer is stopped and the game time is documented or recorded. Thegame time accounts for (i.e., subtracts) the pre-programmed thresholdtime at 834 from the time between the game timer being started at 812and stopped at 836. At 838, the dead game timer is started with apre-set time equivalent to the threshold time at 834. At 840, it isdetermined whether an article is present. If not, the chart 800 loopsback to 840. If so, at 842, the dead game timer is stopped and the deadgame time is documented or recorded and the chart 800 loops back to 810.At 814, if an article is present, at 816, it is determined whether anarticle is present for longer than a pre-programmed threshold time(e.g., four minutes). If not, the chart 800 loops back to 814. If so, at818, the game timer is stopped and the game time is documented orrecorded. The game time accounts for (i.e., subtracts) thepre-programmed threshold at 816 time from the time between the gametimer being started at 812 and stopped at 818. At 820, the dead gametimer is started with a pre-set time equivalent to the threshold timefrom 816. At 822, it is determined whether an article is present. Ifyes, the chart 800 loops back to 822. If not, at 824, it is determinedwhether an article is present. If not, the chart 800 loops back to 824.If yes, at 826, the dead game timer is stopped and the dead game time isdocumented or recorded and the chart 800 loops back to 812. Thoseskilled in the art will recognize that the threshold time may be lessthan or greater than 4 or 5 minutes.

To those skilled in the art to which this invention appertains, theabove described preferred embodiment may be subject to change ormodification. Such change or modification can be carried out withoutdeparting from the scope of the invention, which is intended to belimited only by the scope of the appended claims.

1. A method of obtaining data from a live table game comprising:utilizing a detector of status of play of said table game; and recordingactive game time and dead game time based on output from said detectorof status of play of said table game.
 2. The method of claim 1 furthercomprising recording shuffle time.
 3. The method of claim 1 furthercomprising recording time between rounds.
 4. The method of claim 1further comprising recording time between spins.
 5. The method of claim2 further comprising determining a game efficiency based on saidrecorded active game time, shuffle time and dead game time.
 6. Themethod of claim 3 further comprising determining a game efficiency basedon said recorded active game time, time between rounds and dead gametime.
 7. The method of claim 4 further comprising determining a gameefficiency based on said recorded active game time, time between spinsand dead game time.
 8. The method of claim 1 further comprisingutilizing a detector of status of play of said table game in the form ofa discard rack having a sensor, wherein said sensor senses presence andabsence of a card placed in said discard rack.
 9. The method of claim 2further comprising calculating a number of hands dealt per hour based onsaid recorded active game time, shuffle time and dead game time.
 10. Themethod of claim 1 further comprising utilizing a detector of status ofplay of said table game in the form of a first puck sensor which detectsat least one of presence and absence of a puck proximate at least onepredetermined location of a craps table.
 11. The method of claim 1further comprising utilizing a detector of status of play of said tablegame in the form of a sensor configured to sense the presence andabsence of a game play article associated with a roulette table.
 12. Themethod of claim 1 further comprising utilizing a detector of status ofplay of said table game in the form of a sensor configured to sense thepresence and absence of a game play article associated with a pai gowtable.
 13. A method of obtaining data from a live table game played withcards comprising: utilizing a discard rack having a sensor, wherein saidsensor senses presence and absence of cards placed in said discard rack;and recording active game time, shuffle time and dead game time based onoutput from said detector of status of play of said table game.
 14. Themethod of claim 13 further comprising calculating a number of handsdealt per hour based on said recorded active game time, shuffle time anddead game time.
 15. A system for monitoring live table game playcomprising: a detector of status of play of said table game placedproximate a table used to play said live table game; and computer meansin communication with said detector of status of play of said table gameconfigured to record active game time and dead game time based on outputfrom said detector of status of play of said table game.
 16. The systemof claim 15 wherein said computer means is a server.
 17. The system ofclaim 15 wherein said computer means is further configured to recordshuffle time.
 18. The system of claim 15 wherein said computer means isfurther configured to record time between rounds and number of rounds.19. The system of claim 15 wherein said computer means is furtherconfigured to record time between spins.
 20. The system of claim 16wherein said computer means is further configured to determine a gameefficiency based on said recorded active game time, shuffle time anddead game time.
 21. The system of claim 17 wherein said computer meansis further configured to determine a game efficiency based on saidrecorded active game time, time between rounds, number of rounds anddead game time.
 22. The system of claim 18 wherein said computer meansis further configured to determine a game efficiency based on saidrecorded active game time, time between spins and dead game time. 23.The system of claim 15 wherein said detector of status of play of saidtable game is in the form of a discard rack having a sensor, whereinsaid sensor senses presence and absence of a card placed in said discardrack.
 24. The system of claim 17 wherein said computer means is furtherconfigured to calculate a number of hands dealt per hour based on saidrecorded active game time, shuffle time and dead game time.
 25. Thesystem of claim 15 wherein said detector of status of play of said tablegame is in the form of a first puck sensor which detects at least one ofpresence and absence of a puck proximate at least one predeterminedlocation of a craps table.
 26. The system of claim 15 wherein saiddetector of status of play of said table game is in the form of a sensorconfigured to sense the presence and absence of a game play articleassociated with a roulette table.
 27. The system of claim 15 whereinsaid detector of status of play of said table game is in the form of asensor configured to sense the presence and absence of a game playarticle associated with a pai gow table.
 28. A system for monitoring alive blackjack table game comprising: a discard rack having a sensor,wherein said sensor senses presence and absence of a card placed in saiddiscard rack; and computer means in communication with said discard rackand configured to record active game time, shuffle time and dead gametime based on output from said discard rack.
 29. The system of claim 28wherein said computer means is further configured to calculate a numberof hands dealt per hour based on said recorded active game time, shuffletime and dead game time.